Need a bit of help with my Scoundrel build - 13/11/17 11:23 AM
Hi all!
Warning, wall of text incoming, I've got tons of questions :rolleyes:
So I've started playing with a couple of friends and so far we're having a blast, but even if I'm not a min/maxer I like to understand the mechanics to build my characters properly and I'm a bit stumped on some parts.
I'm playing Sebille as a dual wield dagger scoundrel and so far I'm having a ton of fun jumping all over the place backstabbing everyone. I don't care about über-optimizing her however based on my previous experience in D:OS1 I know some talents/skills can be a bit underwhelming so I'd like your advice on how to keep that build fun after her current level 7.
I'll list out what I've done so far, feel free to comment.
[b][u]Topic 1 : Combat Abilities[/u][/b]
I currently have the following:
Dual Wield 1
Huntsman 1 (from gear)
Polymorph 2
Scoundrel 5
I took 2 in Poly to give me access to Spread Your Wings which adds a lot of mobility to my character, and the 5 points in Scoundrel also help with the movement speed.
This is really where I'm afraid to spread my skill points too thin so here are my current questions:
- Is Dual Wield worth it to increase my raw damage or should I rely more on critical damage from backstabs? How does the Dodge% work as it seems to me 1% per point is a bit weak.
- Hunstman 2 would give access to First Aid and Tactical Retreat which would allow a cheap heal and another teleport/haste skill, is there any point increasing that beyond this point?
- Now that I have the Poly skills I want (Spread Your Wings, Chicken Claw, Chameleon Cloak & Heart of Steel) is there any point in increasing this further? Other than the free Attribute point of course.
- More Scoundrel points mean more mobility plus the Critical Multiplier, is this Crit Multiplier that helpful when backstabbing? I honestly don't know what part of my attacks it impacts.
- I see a lot of people pumping Warfare, but even though I'm doing mostly Physical damage isn't the 5% increase better achieved via Dual Wield which also gives Dodge%?
- I've got a Summon Cat skill which I like thanks to the mobility and swap capabilities of my furry friend, but is there any point in putting some points in Summoning to buff the little one or is it a lost cause?
[b][u]Topic 2 : Attributes[/u][/b]
Strength/Intelligence 10 - I've seen some nice stuff with STR/INT requirements of 11, is it worth it adding 1 point each to ensure I can equip some equipment or will the requirements keep going up as in D:OS1?
Finesse 22 (with +2 from Gear) - It seems like a lot (by D:OS1 standards) but should I continue to regularly pump points in this one?
Constitution 15 (with +4 from gear) - So far I don't have too many survivability issues unless I'm unable to move (Stunned etc.) so I'd leave that alone for the time being
Memory 13 - I guess I'll have to increase that to allow usage of the non-scoundrel skills I'm looking at
Wits 13 - I don't want to have too high an initiative so I can let my teammates do the initial buffs etc. but I'm wondering if the Crit% increase isn't worth a few more points here
[b][u]Topic 3 : Civil Abilities[/u][/b]
I currently have the following:
Persuasion 1 (from gear)
Loremaster 2 (1 from gear, 1 from Ancestral Knowledge)
Sneaking 2
Thievery 2 (with +1 from gear)
I'm the designated sneaky/lockpicky person but I'm unsure how much I should increase these two abilities to remain useful, are there locks which require 10 in thievery for example? Also Sneaking in combat is really AP-expensive so I'm not sure how much I want to invest there.
Persuasion seems to be useful but I've no idea how the requirements will scale. If I understood well you need a mix of Persuasion AND whatever attribute in order to pass a check, but civil ability points are so rare I don't wanna waste them if I'm better off letting someone else do the talking.
[b][u]Topic 4 : Talents[/u][/b]
So far, other than Ancesral Knowledge and Corpse Eater I've taken The Pawn (again, mobility) and Guerrilla.
The latter is a disappointment as it's really hard to effectively sneak during combat.
I don't believe the Chameleon Cloak count as sneaking to trigger the Guerrilla bonus, right? Any chance I can respec that?
At level 8 I'll get to choose another talent and I'm at a loss, here are the ones I'm hesitating with:
Opportunist - This would be my prime candidate with one caveat: can the resulting attack of opportunity backstab? If so the combo of this and Rupture Tendon would be fun as heck
All Skilled Up / Mnemonic - I guess more skill or attribute points is always good, right? Should I start with that or take it when I'm out of more useful talents?
Parry Master - I'm always dual wielding so I guess 10% extra dodge is good, but again I don't know how the dodge mechanic works? Would it make that big a difference?
Leech - I'm often in blood pools, and I create one myself with Flesh Sacrifice but how useful is it in the long run? Does it scale somehow and if so based on what? If not 5% seems a bit on the low side.
Duck Duck Goose - Being mobility-based and a bit weak on the defense/HP side I guess this can't hurt, can it? Would be one more reason to take at least 1 point in Hunstman
Warning, wall of text incoming, I've got tons of questions :rolleyes:
So I've started playing with a couple of friends and so far we're having a blast, but even if I'm not a min/maxer I like to understand the mechanics to build my characters properly and I'm a bit stumped on some parts.
I'm playing Sebille as a dual wield dagger scoundrel and so far I'm having a ton of fun jumping all over the place backstabbing everyone. I don't care about über-optimizing her however based on my previous experience in D:OS1 I know some talents/skills can be a bit underwhelming so I'd like your advice on how to keep that build fun after her current level 7.
I'll list out what I've done so far, feel free to comment.
[b][u]Topic 1 : Combat Abilities[/u][/b]
I currently have the following:
Dual Wield 1
Huntsman 1 (from gear)
Polymorph 2
Scoundrel 5
I took 2 in Poly to give me access to Spread Your Wings which adds a lot of mobility to my character, and the 5 points in Scoundrel also help with the movement speed.
This is really where I'm afraid to spread my skill points too thin so here are my current questions:
- Is Dual Wield worth it to increase my raw damage or should I rely more on critical damage from backstabs? How does the Dodge% work as it seems to me 1% per point is a bit weak.
- Hunstman 2 would give access to First Aid and Tactical Retreat which would allow a cheap heal and another teleport/haste skill, is there any point increasing that beyond this point?
- Now that I have the Poly skills I want (Spread Your Wings, Chicken Claw, Chameleon Cloak & Heart of Steel) is there any point in increasing this further? Other than the free Attribute point of course.
- More Scoundrel points mean more mobility plus the Critical Multiplier, is this Crit Multiplier that helpful when backstabbing? I honestly don't know what part of my attacks it impacts.
- I see a lot of people pumping Warfare, but even though I'm doing mostly Physical damage isn't the 5% increase better achieved via Dual Wield which also gives Dodge%?
- I've got a Summon Cat skill which I like thanks to the mobility and swap capabilities of my furry friend, but is there any point in putting some points in Summoning to buff the little one or is it a lost cause?
[b][u]Topic 2 : Attributes[/u][/b]
Strength/Intelligence 10 - I've seen some nice stuff with STR/INT requirements of 11, is it worth it adding 1 point each to ensure I can equip some equipment or will the requirements keep going up as in D:OS1?
Finesse 22 (with +2 from Gear) - It seems like a lot (by D:OS1 standards) but should I continue to regularly pump points in this one?
Constitution 15 (with +4 from gear) - So far I don't have too many survivability issues unless I'm unable to move (Stunned etc.) so I'd leave that alone for the time being
Memory 13 - I guess I'll have to increase that to allow usage of the non-scoundrel skills I'm looking at
Wits 13 - I don't want to have too high an initiative so I can let my teammates do the initial buffs etc. but I'm wondering if the Crit% increase isn't worth a few more points here
[b][u]Topic 3 : Civil Abilities[/u][/b]
I currently have the following:
Persuasion 1 (from gear)
Loremaster 2 (1 from gear, 1 from Ancestral Knowledge)
Sneaking 2
Thievery 2 (with +1 from gear)
I'm the designated sneaky/lockpicky person but I'm unsure how much I should increase these two abilities to remain useful, are there locks which require 10 in thievery for example? Also Sneaking in combat is really AP-expensive so I'm not sure how much I want to invest there.
Persuasion seems to be useful but I've no idea how the requirements will scale. If I understood well you need a mix of Persuasion AND whatever attribute in order to pass a check, but civil ability points are so rare I don't wanna waste them if I'm better off letting someone else do the talking.
[b][u]Topic 4 : Talents[/u][/b]
So far, other than Ancesral Knowledge and Corpse Eater I've taken The Pawn (again, mobility) and Guerrilla.
The latter is a disappointment as it's really hard to effectively sneak during combat.
I don't believe the Chameleon Cloak count as sneaking to trigger the Guerrilla bonus, right? Any chance I can respec that?
At level 8 I'll get to choose another talent and I'm at a loss, here are the ones I'm hesitating with:
Opportunist - This would be my prime candidate with one caveat: can the resulting attack of opportunity backstab? If so the combo of this and Rupture Tendon would be fun as heck
All Skilled Up / Mnemonic - I guess more skill or attribute points is always good, right? Should I start with that or take it when I'm out of more useful talents?
Parry Master - I'm always dual wielding so I guess 10% extra dodge is good, but again I don't know how the dodge mechanic works? Would it make that big a difference?
Leech - I'm often in blood pools, and I create one myself with Flesh Sacrifice but how useful is it in the long run? Does it scale somehow and if so based on what? If not 5% seems a bit on the low side.
Duck Duck Goose - Being mobility-based and a bit weak on the defense/HP side I guess this can't hurt, can it? Would be one more reason to take at least 1 point in Hunstman