First, Sneaking for combat is almost useless before you reach Sneaking 5. Keep in mind that at best, you only need Sneaking 3 - items can provide the last 2 points ("saving" you 9 Ability Points).

Every point of Sneaking makes the cone, the field of vision of enemies, smaller. You will be able to get closer without getting detected, both from the front but especially from the sides.

At Sneak 5, it will only cost 1 Action Point to Stealth, allowing you to spend 1 AP for double damage (with Guerilla).

Speed is king for you. Mobility is key, because you have to reposition (almost) every time you miss, which makes the enemy turn around and face you. You also need to be able to reliably get in and out of combat situations.

If you sneak at the end of your turn, unless the enemy sees you, they will (most likely) not engage you. So remember that sneaking at the end of your turn is definitely an option.

I would also recommend a 1-point dip into Expert Marksman. It's unintuative, but both Scoundrel and Expert Marksman scales from Dexterity. Even a single point will allow you to pick up Tactical Retreat, First Aid, and Mute. Tactical Retreat gives you another Teleport in addition to Cloak & Dagger. Assuming low levels, Tactical Retreat is objectively better than Cloak & Dagger.

Sneaking 5 and high mobility, get behind the targets, pow pow pow.

Interestingly, if you forego stabby-stabby with the Back-Stabber Talent, you can still do good with Guerilla and Sneaking 5. Makes me want to try making a Blackguard build...

Edit: But yes, at lower levels, sneaking is practically useless for combat. Generally speaking, I wouldn't think of getting Guerilla on creation, maybe at level 3 or 7, assuming you are attempting to pump Sneaking to at least 4, preferably 5.

Last edited by Luckmann; 07/03/15 10:40 PM.