First real, non restart playthrough was kind of random.

Elf - Summoner/Hydro/Geo
The Red Prince - Two-Handed Warrior with three in Necromancy
Ifran - Ranger
Fane - Pryo/Geo

It worked well enough, but The Red Prince didn't contribute much of anything for most of the game, and the Summoner was the real ace in this particular setup since it could either be physical, or elemental for those few encounters where enemies were actually weak against any given element.

Second full playthrough was:

Elf - Summoner/Ranger
Sebille - Ranger
Ifran - Ranger
Fane - Rogue

Current playthrough is:

Elf - Pyro/Geo
Fane - Pyro/Geo
Sebille - Hydro/Aero
The Red Prince - Aero/Hydro

So far this is by far the worst group of the three. The second group was the strongest and would have been even stronger had my custom elf just been a more focused Ranger (or Rogue) from the very start.

Originally Posted by Elidan
Originally Posted by eisberg77
What does Poly do for a rogue exactly? I see people taking poly a lot, and I am wondering what Poly does that is so great?


Ripped tendons + chicken is a good combo.

Other than that - wings for movement, since rogues can't get enough of that - if team otherwise uses magic damage, medusa's head is awesome for CC - Skin graft for some quite ridiculous turns.

The polymorph school is quite versatile.


Rogues don't really get much out of Polymorph beyond Chameleon and Chicken (nerfed but still excellent CC) for a long while. They can use Tentacle Lash, but that's better suited on a Two-Handed Warrior, and they can just use Sleeping Arms.

Mobility wise, they actually have the least issues of the two melee and they don't need Spread Your Wings at all. Backlash already moves them 8m by default for 1 AP and also happens to backstab. This can be improved by 2m with Far Man Out. They also get Cloak and Dagger at rank two Scoundrel, and The Pawn should be the first talent you pick up with them. After the end of Act 1, you can also add Phoenix Dive, but as the game progresses, it will become not quite as mandatory as your general movement goes up. By the end of the game you can have an 11m - 12m movement per AP. The Pawn gives you one free movement AP per turn.

I've also never found Skin Graft to be much use at all either. At least not on Fane. Time Warp is more useful, and source per encounter is limited.

Last edited by Sanctuary; 07/10/17 08:30 PM.