Draining axes don't matter when you look at health. They only heal endurance. It's not the lack of endurance that could make this build a bit unplesant to play in a solo game (you will get targeted and hit a lot) but the low health (compared to other melee oriented classes). I tried another rogue build with max CON and MIG, but used a shield and retaliation and stuff - and even then the health loss was not really manageable - except if I used Infuse of Vital Essence a lot. Then it was doable but still a lot of fuzz. I canceled that solo run...
If you level up you get all your health back by the way (or was that Tyranny?).
@DR <3: The fighter gets Constant Recovery right from the start, that's true, and thus spares a talent point - but Constant Recovery is less powerful than Veteran's Recovery. If you want the fighter to be the better "regenerator" you'd have to take Rapid Recovery as well and that would cost a talent point, too.
The good thing about the rogue - if you want him to play as "behind enemy lines" character - is that Escape comes quite early and it pushes your deflection quite a bit. The overall squishyness is the downside once Escape runs out. Charge is the better ability of course, but it comes at lvl 13. This would be too late for me to build a whole concept around.
If you can manage to operate behind the lines without being targeted by a lot of enemies then I guess this rogue can be quite fun and effective. Because against one or two enemies he will easily stand his ground with this healing and also his monstrous fortitude (preventing long disables).
But for a solo game I guess there is no rogue build which can do a face-off most of the time without resting a ton - because rogues lack deflection and health as well as CC (disables) and consistent AoE damage. I have the same problem with fighters though, but to a lesser extend.
Edited by Boeroer, 09 April 2017 - 12:03 AM.