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Joined: Jul 2014
apprentice
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apprentice
Joined: Jul 2014
Hey, I played the game in EA but not recently - I understand that post-release, the mechanics for rogues changed (backstab) and some things got nerfed (throwing knives) while others got buffed (guerilla).

I'm trying to theorize a rogue build for myself and my friends when I get home today, but as I've been out of the loop for a bit I'm not sure what's a good combo to make a powerful melee backstabber.

Chloroform removes magical armor but then again most of my attacks target physical armor, so I'm not sure if I should invest in warfare that doesn't scale off of finesse or just go with something else entirely like necromancy since at least they got some physical-based damage? All I wanna do is backstab the living daylights out of people, but I'm not sure if I need utility or skills that enhance damage to go with that.

Joined: Oct 2016
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Joined: Oct 2016
I am going with Huntsman personally and a little bit of necro possibly. I like huntsman for tactical retreat in oh shit moments and first aid is nice as well

Joined: Oct 2016
Location: Germany
veteran
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Joined: Oct 2016
Location: Germany
Probably Polymorph for even more stealth and movement.

In D:OS1 was a perfect add, in 2 combining physical and magical is pretty pointless.

Joined: Jan 2009
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In the beta I chose Aerothurge and combined it with utility skills (don't benefit from INT) to move the Rogue and enemies around better.

- Teleport for moving enemies closer or farther
- Netherswap for moving characters
- Favourable Wind for longer movement

Not sure how viable that is in the full game, though, with the changes.

Joined: Dec 2016
addict
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Joined: Dec 2016
@Stabbey, that is kinda dead now since Teleport now costs 2 AP and requires 2 Aero to be learned.

Combined with the Initative change (always take turn between you and enemy), repositioning for an AoE is almost impossible unless you press the delay turn button. However, if your powerhouse is the last one to act, you can't delay his turn.

Joined: Jan 2009
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Perhaps it is dead, but I didn't JUST say "Teleport" and that's it, I gave at least two other skills.

It was pretty clear in the beta that Teleport needed a nerf given how incredibly easy it was to get on four heroes and abuse. I believe I suggested making Teleport cost 4 or even 5 AP. Just 2 AP and a second point into Aero doesn't seem that bad.

But this is derailing so I will stop.

Joined: Jul 2014
apprentice
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apprentice
Joined: Jul 2014
So you think poly is less obtrusive, or pergaps warfare?

Joined: Sep 2017
G
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Joined: Sep 2017
Scoundrel suffers the following detrimental impacts to it:
1) Some abilities rely on Str, others on Finesse.
2) Most skills require using a dagger, despite that being the Worst weapon to auto-crit with (due to low base damage, ideally you'd be using a two handed weapon).
3) Most of their CC is resisted by Magic Armor, despite most of their attacks dealing physical damage.

Adding onto that skills that rely on Int, for example, is just going to lead to an ineffectual character torn in too many directions to be useful. So everything Int is out. For the same reason imho everything Ranged is out, cutting out virtually all of Marksman.

What's left, then?
- Movement abilities from Aerotheurge
- Summons
- Melee combat abilities from Warfare or Polymorph
- Self Buffs from Pyrokinetic (such as haste) and Polymorph

Polymorph is almost certainly the best, as in addition to giving self buffs and melee abilities it gives attribute points as you invest in it. Warfare or Aerotheurge are certainly viable and interesting options for alternate combat styles and combos, with Warfare focusing more heavily on the CC angle (both because you get their physical armor down faster to CC them and because it has physical armor based CC all over), while Aerotheurge is a strike and retreat style. Pyrokinetic is more of a dip, needing only a point to get anything you would really want from there.

Summons are fantastic, and certainly there's nothing wrong with someone sneaking around summoning stuff, staying invisible, and providing leadership boosts to the allies around them, but honestly Scoundrel is a sub-optimal second tree for a summoner and thus while it's one of the Better pairings for a Scoundrel, it's one of the Worse pairings for the Summoner and I'd not recommend it.


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