I'm attempting a playthrough using a Ranger who is liberally using special arrows. It almost certainly won't finish by the time of the new patch, of course. I'm using one or two a fight usually, except for obviously easy fights. It can help a lot.
For instance, the north cliffs encounter has three archers. If you approach from the east or west, those archers focus on the closest character and almost kill them, while they remain hard to get to. My ranger used a Steamcloud Arrow and wiped out all three a lot faster than anyone else could have, with the possible exception of a Rogue who approached from the rear out of combat.
For the Lighthouse Horror, I knew that the fight is extremely difficult if you engage the Wolf Horrors, so two Stunning Arrows stopped two in their tracks (and a Crushing Fist knocked the other one down), letting me move past the wolves and go right for the boss. More Knockdown and Stunning arrows aided in keeping the archers and wolves from doing too much damage until the Horror was dead.
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I know there almost certainly won't be a "Way of the Rogue" thing, but what the heck. Some random brainstorm ideas of varying quality, in no particular order, for the 5 ability ranks:
Improved Reflexes – which increases the chance to evade. I thought of putting this at WotRogue Rank 1 and giving it a 1-3% increase per rank of Way of the Rogue.
I’m not sure how evasion is calculated, especially since DEX is the key factor, and Luck is also calculated in, but the way I saw it was sort-of like this: If the normal maximum Evade chance was 50%, then with maxed Way of the Rogue, the maximum evade chance would be 65% (50% + (5 WotR * 3%). If max evasion is larger, then the benefit would have to be smaller. If max evasion is a lot lower than 50%, then +15% would also be too much.
I don’t really know how it works enough to make educated guesses on how much it should be.
Fleetfooted – a one-time bonus to your Movement, which increases it by somewhere between +0.10m and 0.33m. That’s probably quite a bit, as I have seen how well points in Speed translate into Movement.
Adrenaline – Gain +2 Turn AP when landing a killing blow. (Does not stack, even if you get multiple kills in a round.)
Keen Eye - +3-5% Critical Chance. Admittedly not great if you’re always landing backstabs, but helpful otherwise?
Patience - Increase Maximum AP by 2 to 4. Not sure about this one. It only really matters if you save AP, but an extra 2 or 4 available can mean a lot. I'm not sure if it's potentially too powerful.
Last edited by Stabbey; 23/04/14 11:06 AM. Reason: Way of the Rogue