A lone wolf will only need to put the one point in huntsman, since you get double. Tactical retreat is really great for positioning your backstabs. At level 4, you’ll have access to tactical retreat, which requires two points in huntsman. That, and it removes crippled, which can be a serious detriment, if your movement skills are on cooldown, or if you want to save them. Some sort of healing at the beginning is generally a good idea. Plus, every point in warfare increases damage, so you get bang for your buck. However, Battering Ram doubles as a movement skill, which is crucial, even at higher levels. As you level up, this will occur less and less frequently, but the skill is invaluable at low level. The point in warfare is for Battering Ram, so you can knockdown opponents you have weakened but can’t kill that turn. However, that being said, at level two, you should have one point in huntsman and one point in warfare, in addition to your one point in scoundrel. All of our attacks will be backstab crits, so increasing crit damage is key. Our strategy is to kill before we are killed, so +damage from finesse is key.įor skills, obviously intuitively, you’ll want to dump everything in scoundrel for +crit damage. If you find yourself with a tough choice, pick finesse anyway. Put as many points as possible in finesse though. If you feel too squishy though, constitution doesn’t hurt. If you have better armor from the point or two in strength, not only will you prevent knockdowns, but most likely, you won’t need points in constitution. Actually, you may want one point in strength for better armor and a point or two eventually in memory for utility. You want to go first, so you can reduce the number of opponents you face. Equip gear with initiative, even if other stats are inferior. Stat Allocationįirst off, pick human, so you have bonus initiative. With a few utility deviations from scoundrel, we will be slaughtering our enemies in no time. The former can be remedied by putting a point or two in strength, so that you can equip better armor for more physical shield, but this guide focuses on the latter. The main difficulties with the rogue are knockdowns and not being able to get behind your enemy. While there is no question that the rogue does the most single target damage, you can find yourself in some sticky situations, which this guide will attempt to get you out of, regardless of difficulty or party composition. So you want to be an OP backstabbing badass? Look no further.
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