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apprentice
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apprentice
Joined: Sep 2014
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Level 20 daggers require 12 Dex. There isn't much point in getting more than that unless you rely on status effects, which imo is a waste of AP most of the time.
For non-Lone Wolf builds with Glass Cannon, keep Con and Spd at the same level in order to max your recovery AP. They should end up at an odd number (since Spd only increases AP at odd numbers). For Lone Wolf/GC, Con needs to be 2 higher than Spd. That's for every class, not just Mages or Rogues.
To max out at 20 AP per turn, you need 13 Con and 13 Spd (assuming you have no +AP gear) [Edit: Not 11].
Overall that means +7 Dex and +8 Con and +8 Spd = 23 attribute points. By level 20, you get 15 attribute points to spend, plus 1 from a book (nerfed in the latest patch) and potentially more from trading in skill points. Gear with +Dex, Con, or Spd is more valuable now.
IMO, the only things that are absolutely REQUIRED for a GC melee Rogue are: Glass Cannon Guerilla Backstab 1 Scoundrel: The only skill (other than below) that might be "essential" is Self-Medicate, but that still only requires 2 Scoundrel. 1 Expert Marksman: For Tactical Retreat 2 Sneak: +1 Cautious and +2 from gear gets you to 5 5 Tenebrium Walk in Shadows Tactical Retreat
To max your weapon damage, you also need someone with 3 Blacksmithing to craft daggers. (Do NOT craft them at any more than 3 Blacksmithing, as it will actually decrease the damage.)
Other "good" things to have are: Bully: Assuming you or a partner who can inflict the required statuses Swift Footed: Because movement is essential for Rogues (req. 2 Scoundrel) Trip: Nice in combination with Bully, but often it's better to just use those 4 AP on backstabs instead Fast Track: Doesn't last very long but can be helpful before you max out Con and Spd First Aid: Can't end turn in stealth if you're bleeding Treat Poisoning: Same as First Aid, but with poisoning (req. 2 Marskman to avoid penalty) Eye Gouge: To keep casters/ranged from hurting the rest of your party (req. 2 Scoundrel to avoid penalty)
That's only 25-29 skill points and 3-5 talents, so you have plenty leftover to spend however you wish.
See here for max attributes from gear: http://divinity.wikia.com/wiki/Divinity:_Original_Sin_Item_Mods
Might be missing some info here, but I think those are the basics.
Last edited by Rynasi; 18/09/14 05:01 PM.
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Entire Thread
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Help with builds needed (Rogue, mage, knight)
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Tanatos
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10/09/14 03:44 PM
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Re: Help with builds needed (Rogue, mage, knight)
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Xotni
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10/09/14 05:21 PM
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Re: Help with builds needed (Rogue, mage, knight)
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Rumor
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10/09/14 07:14 PM
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Re: Help with builds needed (Rogue, mage, knight)
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Tanatos
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10/09/14 07:41 PM
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Re: Help with builds needed (Rogue, mage, knight)
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Rashar
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11/09/14 12:12 AM
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Re: Help with builds needed (Rogue, mage, knight)
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Rashar
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12/09/14 12:51 AM
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Re: Help with builds needed (Rogue, mage, knight)
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Tanatos
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13/09/14 11:15 AM
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Re: Help with builds needed (Rogue, mage, knight)
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Rashar
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13/09/14 11:39 PM
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Re: Help with builds needed (Rogue, mage, knight)
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player1
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13/09/14 02:46 PM
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Re: Help with builds needed (Rogue, mage, knight)
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Tanatos
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13/09/14 05:37 PM
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Re: Help with builds needed (Rogue, mage, knight)
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player1
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13/09/14 06:00 PM
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Re: Help with builds needed (Rogue, mage, knight)
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synra
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14/09/14 07:01 AM
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Re: Help with builds needed (Rogue, mage, knight)
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Rashar
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14/09/14 02:43 PM
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Re: Help with builds needed (Rogue, mage, knight)
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Tanatos
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14/09/14 11:35 PM
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Re: Help with builds needed (Rogue, mage, knight)
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synra
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15/09/14 11:35 AM
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Re: Help with builds needed (Rogue, mage, knight)
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Tanatos
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15/09/14 12:19 PM
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Re: Help with builds needed (Rogue, mage, knight)
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Tanatos
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18/09/14 09:49 AM
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Re: Help with builds needed (Rogue, mage, knight)
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Rynasi
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18/09/14 04:55 PM
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