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  1. ...or are they mutually exclusive? I plan on running Streetfighter/Shattered Pillar using Stalker's Patience and Tuotilo's Palm shield for a healthy mix of offense and defense (Persistent Distraction, Thunderous Blows, Swift Strikes, Ripostes/BT), seems nice on paper. Anyone has any info whether or not those 2 skills can be used simultaneously?
  2. Few suggestions on the rogue abilities tree, feel free to leave you're own ideas. I really dislike the fact that the rogue get something like 7-8 differents attacks skills. It feel really too similar, and the cost of some abilities feel off too. Keep the passives. Don't touch at : Escape, crippling strike, blind strike, finishing blow & smokeveil and their upgrades. Remove ring the bell & withering strike. Shadowing beyond : replace invisibility by swift inspiration, 2 guiles cost. Next upgrade add the invisibility for 3 guiles Shadow step : 2 guiles the first upgrade.
  3. Anyone knows if this is possible? I haven't seen any table that modify runspeed per class yet but I might have missed something. Only one I've seen is the global function to raise "walking speed" but nothing for stealth. Any insights would be greatly appreciated
  4. So I'm considering a Pathfinder: Rogue(Trickster or nothing) + Druid(shifter) as my watcher and main tank The plan is to abuse the hell out of the free heals from shifting forms to just face tank all the damage while using rogue abilities to setup sneak attacks on target. Did a quick test and trickster's illusion "spells" are treated as abilities for the purpose of shifter's penalty, hurrah for 10 free instant heals and mirror image+riposte Looks decent on paper, but the paper leaves out some information I'm hoping to get from people around here First and most important, Does the
  5. Assassinate passive (rogue subclass) appears to have a max range, at least for spell casting(multiclass wiz/rogue). It works on multiple targets with AoE if I'm up close, but from far away it fails (checking damage logs) it appears to effect all spells so far. Edit: it might actually only be working on stealthed crits for the damage, the pen and accuracy always show up.
  6. I would first like to say that the stealth revamp and the vision cone in deadfire is miles ahead of what we had in PoE1. The system helps a lot in making rogues and sneaking more immersive, and backstabbing is an actual thing now unlike in the previous game where it was basically an afterthought. That said, I think rogues here have another problem - too many similar skills. Hobbling strike, Blinding strike, Strike the Bell, Finishing Blow, Withering Blow, Sap, Gambit and Vanishing Strike. That's 8 attack abilities not counting the various upgrades for most of them. I'm pretty sure mos
  7. Hi all, I enjoy playing rogues, and with new multiclass system introduced in Deadfire I decided to put together something a bit different. I'm sure someone here already done it in the beta, but I'll give it a go anyways; It's a support/riposte tank build that uses Paladin passives (Darcozzi for RP reasons) to stack defenses, and Rogue for Persistent Distract/Riposte combo with nice damage boost via Streetfighter. Skill/attribute wise the character is built for wide range of dialogue options for a richer gaming experience, not just utility/effectiveness in combat. Specifics: Dar
  8. At first I started a Trickster/Soulblade main character, but I don't really like the trickster so now I'm thinking of starting a Devoted/Soulblade or an Assassin/Soulblade. Which one would make more sense to partner up with a swashbuckler (fighter/rogue) Edér if I'll focus on one handed style with swords and medium armor? Assassin/Soulblade and Fighter/Rogue has multiple ways to Flank enemies with smokes, blinding attacks and cipher debuffs, but a Devoted/Soulblade generally looks more viable with Disciplined B., Confident Aim and Cleaving Stance. Basically my planned attributes for bo
  9. For Deadfire I'm planning on importing my PoE character, an arquebus-wielding ranger with a bear companion. I found the Apprentice Sneak Attack talent in PoE to be great. My question is two-fold: Firstly, to be dealing out the damage, should I be looking at playing a Scout for the Sneak Attack and other abilites or would a single-class ranger work fine? Secondly, does a Scout play much differently to a Ranger? What's the "feel" of both options? Thanks heaps, TheDogProfessor
  10. Hi there! I'm new to PoE and looking for some advice/answers to questions regarding the rogue and party play, without getting spoilers on skills/spells/story. I started playing yesterday (on normal for now) and chose the rogue as my main character. I want a character for high single target DPS with the ability to pick locks, sneak, disarm traps and strike from the shadows. Classical RPG-rogue. I read through some explanations regarding stats and attributes and I think I understand most of it already. My questions though are: - Is sneaking to enemies and striking them from the b
  11. “Scorpions are nature’s way of saying, ‘Screw you! I’m gonna combine lobsters, spiders, wasps and nightmares!’” This build provides a tanky Rogue, who also has high single target damage and produces his own status effects through the Stun on crit version of Cladhalíath. Dexterity and Intellect have been pitched so that you can keep an enemy permanently stunned so long as you score a hit on the Stun vs. Fortitude roll that results from a melee crit. In this way, you can have high damage against a single target – while simultaneously disabling other enemies through periodic Riposte stuns as
  12. Hey guys. So when the game was released I tried to make a rogue with stealth with a full party and got bored fairly quickly. Reason is, stealth kind of sucked back then, and so did backstab, so I gave up half-through the campaign. There was no glorious chomp from BG2. I want to give the game another go, having both expansions, and I was hoping if someone could bring me up to speed with what's good/viable with melee rogues on PotD and non-merc companions. Thanks
  13. Hi Guys, First of all, let me thank you Obsidian for releasing such an awesome game, that probably makes everyone like me (former player of Infinity engine based RPGs) being able to step by back into childhood by playing this kind of wonderful games ! I stopped playing Pillars Of Eternity like a year ago, until I learnt about backers campaign on DeadFire, which just made me want to play it again ! (By the way, I personally do not care about the actual Deadfire release date, but please try to polish this game as much as you can : it's just going be an awesome game !) After getting
  14. I realize that this is my first runthrough of the game and I'm on easy, so, I shouldn't worry about it too much. However, I'm feeling frustrated with it losing endurance really fast and fainting too much. Not even Durance (heh on that guys name) had that much of an issue. In easy battles, he's fine, but on more challenging battles, it's a real problem, and I feel like I've built it wrong, using it wrong, or both. The build that I tried to go with is the caleb rogue build in this steam guide (which is out of date however, and is similar to the don juan build on this forum. Currently
  15. I wanted to create this thread after debating of rogues once more under following thread : https://forums.obsidian.net/topic/90814-pleading-for-rogue-buff-once-more/ Basically, the current problems of the Rogue are : - Rogue is the least liked class : http://forums.obsidian.net/topic/88890-class-popularity/ - Rogue is usually seen as the least powerful class : https://forums.obsidian.net/topic/88395-what-are-the-most-powerful-classes-in-303/ - Rogue might be a bit single-trick pony, and a bit bland. There are 2 parts in the poll, one for minor tweak for PoE1 conten
  16. This thread became in a discussion about why Rogue are still UP ( https://forums.obsidian.net/topic/90435-player-returning-from-launch-wants-basic-info/ ), Here is a good summary of the problem from another poster : So I decided to create a new thread about possible rogue changes. This also because my previous one ( https://forums.obsidian.net/topic/85541-the-rogue-and-barbarian-polishing-thread/ ) seems to have ended pretty successfully when patch 3.03 was released I suppose it would be a bit late for this kind whining if PoE2 wasn't under development. I guess these changes could be
  17. Greetings, I played the game to the end once (on hard), currently i'm playing a PotD party with an Bleak walker on a future party of 6, but i'm planning a future PotD run (preferable Triple Crown Solo), and so i studied some Rogue builds. Evaluating the rogue abilities and talents i would like to suggest something that was already done with the barbarian abilities. As Barbarians have the Brute Force ability, that make the character target the lesser defense of an enemy bettwen Deflection and Fortitude, i would like to suggest the following ability for a Rogue: Improved Evasion (or an
  18. Hello folks. I don't really have much experience with PoE yet other than blasting through it right now on hard with the default companions. I'm not too far into the game but so far it seems a tad too easy. I was thinking of starting an alternate playthrough with a solo character on POTD. I know there are builds out there but it kinda looks like most of them are outdated so I thought I'd ask you guys for some help / recommendations. The classes I'm taking into account are rogue and chanter. Maybe ranger if you convince me but I'd really like the build to be melee. Not really a fan of wi
  19. Several martial classes have already been through ability polishing : I’m thinking about Fighter, Ranger and Paladin. That’s because they were a bit UP and drew a lot of complaints. Contrary to these classes, rogues were quite balanced since 1.0 and didn’t draw so much criticism. Therefore, there was never an ability rebalancing patch since release. As a result, I think that a lot of Rogue abilities are currently lacklusters. That doesn’t mean rogue are really lacklusters, They have enough nice abilities to make the class good enough. But most of their builds rely on the same abilitie
  20. So, Patch 3.02 is here and we should not expect much evolution to current classes. That is not a bad news, because according to this topic, people are pretty satisfied with current status : https://forums.obsidian.net/topic/85366-class-balance/ Obsidian did a really nice job. However, according to the same topic, 2 little complaints are risen : - Casters (especially wizard and priest) seem to be a bit more powerful than the rest. Let's say that the limited ressource they have and consumables everybody can use tend to reduce the gap. - Rogue and Barbarian are usually said to be a bit UP. Not
  21. Tested with Borresaine, but I'm assuming all stunning enchantments are identical. Screen cap: https://www.dropbox.com/s/9072xz6q7xj4g1i/borresaine%20stun%20sneak%20attack%20bug.png?dl=0
  22. I've just completed my TCS Speedrun (2:18h, No Glitches), so I thought I would share the build I have used. It's reliable, but not without risks. If you want to reproduce the run, I would suggest studying my video. There is also quite a bit of additional information on my strategies in the video description: Pillars of Eternity - TCS Speedrun (2:18h, No Glitches, Solo, Highest Difficulty, Triple Crown) https://youtu.be/ZtGppK4gWkE (I've just realized that I got the Relative Pacifism achievement for the run, so fewer than 175 NPCs and Creatures are killed!) Concept Push for ma
  23. Hello, sorry if this is something oft repeated. I'm just curious if I need to be doing something differently. So I have a lvl 7 Rogue whose skill level in stealth is at 9. Which seems like it should be adequately high enough to be able to sneak up and backstab enemies. I haven't been able to figure out why I can sometimes sneak up on enemies and sometimes I can't. Are some area's beyond my level or is everything scaled? Enemies have a perception skill and some enemies are just unsneak-up-behindable? My stealth level isn't that great? I am currently in an area where I haven't been a
  24. As the topic title already show, I am not certain what would be better for a Ranged rogue. Both the Pistol and Blunderbuss have the same range ( according to what I was able to find out that is. ) But their damage is different. The pistol has the higher damage, but that is only one bullet, and the blunderbuss seems to fire 6 bullets. Is the damage for the Blunderbuss per bullet or is it the total damage with all bullets together? ( Most likely a noob question, but I can live with that ... for now. ) Another reason why I ask is because I reached Defiance Bay and on the way there I pick
  25. Heya, So I've completed another enjoyable play through with a primary all caster party and it was fun, definitely got into the whole spell slinging thing. I'm thinking of doing it again, a fast run, but knowing most of the game fairly well, I can do completionist type campaigns pretty quick now. I don't find the game terribly difficult, but I enjoy casually playing so no Expert Mode (hey, I like maimed as an option!) and no Path of the Damned (though I'm tempted to attempt this with a well thought out party, just not yet, want to do a few more play throughs with different approaches to
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