Oxford_Guy Posted February 17, 2016 Posted February 17, 2016 After some internal debate (and questions here) about what class to play for my first proper game of Pillars of Eternity, now that 3.0 is out, and despite some warnings that it may not be the best class to play for an initial game, I think I'd like to play as a rogue, as this has been my favourite type of class to play in other cRPGs, but I'm not at all sure how to allocate my stats (apart from general recommendations in the character creation screens that Might and Dexterity are very import and Perception and Intellect are fairly important). I don't like to ultra min-max my characters in cRPGs, though, so what would be a good stat allocation (i.e. actual numbers) for a rogue build, if setting a limit that the minimum that I would tank a single stat to would be, say, 8 (maybe one stat as low as 6?)? I was thinking of playing a rogue who was a human or wood elf from a noble or dissident background Was thinking along the lines of a stealthy, stabby rogue, armed with stilletos (maybe rapiers or sabres) and maybe pistols to open with, with decent intelligence and perception, and favouring accuracy over massive brute strength I'll be playing this game on normal difficulty and with the in-game companions, so my player character will be the only custom build. Would something like this work?: Wood Elf Old Vailian - Dissident Mig 16 Con 8 Dex 18 Per 16 Int 12 Res 8 Blinding Strike Am open to suggestions to tweak this, if this build looks no good, or even if just needs some small tweaks... 1 "My name is Inigo Montoya. You killed my father. Prepare to die!"
DreamWayfarer Posted February 17, 2016 Posted February 17, 2016 (edited) Wood Elf Old Vailian - Dissident Mig 16 Con 8 Dex 18 Per 16 Int 12 Res 8 Blinding Strike Am open to suggestions to tweak this, if this build looks no good, or even if just needs some small tweaks... Wood elfs are not too good a race for a rogue that will be on melee most of the time, even if you open with guns. If you want an elf, Pale Elfs are always a solid pick. If you are willing to try other races, Island Aumana have great flexibility with the extra weapon slot, and can do some serious burst damage by quick switching guns. Hearth Orlans are also very good, since you will generaly want to flank foes with a Rogue anyway. For the attributs, I'd suggest droping Might a bit to invest into Perceotion and Dextery, since the bonus damage stacks additively, and sneak attack already gives you +50% damage. More DEX and PER could serve you better. There are some builds that benefit from INT, like applying Deathblows(was that the DoT skill? Long time since I played a Rogue) with Concussive Missiles scrolls, but I woudn't raise it above 14 on a rogue of mine. And I would suggest taking Crippling Strike instead of Blinding Strike, since it is 2 per encounter and you generaly use other party members to disable your foes anyway. EDIT: I would suggest this, but I am no Rogue expert: Pale Elf Deadfire Arquipelago 10 MIG 20 DEX 08 CON 16 PER 08 INT 16 RES Edited February 17, 2016 by DreamWayfarer 1
Wolken3156 Posted February 17, 2016 Posted February 17, 2016 Deathblows is the massive damage mod that applies when an enemy meets two conditions required for Sneak Attacks. You're probably thinking of Deep Wounds, which is an amazing DoT effect. You don't really need INT for it though, since it'll get reapplied every time the Rogue attacks. 1
DreamWayfarer Posted February 17, 2016 Posted February 17, 2016 Deathblows is the massive damage mod that applies when an enemy meets two conditions required for Sneak Attacks. You're probably thinking of Deep Wounds, which is an amazing DoT effect. You don't really need INT for it though, since it'll get reapplied every time the Rogue attacks. Yeah, but with a ranged Rogue and a hunting bow, or with a Concussive/Bounding Missiles scroll, you could apply it on many foes(AKA, Boeroer's Mad Hornet). But then, the OP wants a melee Rogue, so you are right. I will edit my post.
Oxford_Guy Posted February 17, 2016 Author Posted February 17, 2016 (edited) Wood Elf Old Vailian - Dissident Mig 16 Con 8 Dex 18 Per 16 Int 12 Res 8 Blinding Strike Am open to suggestions to tweak this, if this build looks no good, or even if just needs some small tweaks... Wood elfs are not too good a race for a rogue that will be on melee most of the time, even if you open with guns. If you want an elf, Pale Elfs are always a solid pick. If you are willing to try other races, Island Aumana have great flexibility with the extra weapon slot, and can do some serious burst damage by quick switching guns. Hearth Orlans are also very good, since you will generaly want to flank foes with a Rogue anyway. For the attributs, I'd suggest droping Might a bit to invest into Perceotion and Dextery, since the bonus damage stacks additively, and sneak attack already gives you +50% damage. More DEX and PER could serve you better. There are some builds that benefit from INT, like applying Deathblows(was that the DoT skill? Long time since I played a Rogue) with Concussive Missiles scrolls, but I woudn't raise it above 14 on a rogue of mine. And I would suggest taking Crippling Strike instead of Blinding Strike, since it is 2 per encounter and you generaly use other party members to disable your foes anyway. EDIT: I would suggest this, but I am no Rogue expert: Pale Elf Deadfire Arquipelago 10 MIG 20 DEX 08 CON 16 PER 08 INT 16 RES Are there any disadvantages to a rogue having INT that low? Or to put it another way, what advantages would higher INT give a rogue? Are there any rogue skills or abilities that would be disadvantaged by low INT? Edited February 17, 2016 by Oxford_Guy "My name is Inigo Montoya. You killed my father. Prepare to die!"
Wolken3156 Posted February 17, 2016 Posted February 17, 2016 (edited) Your afflictions from Blinding Strike, Crippling Strike, Withering Strike and Fearsome Strike won't last as long. If you have the expansions, Smoke Cloud, Sap and Feign Death also won't last as long, and Smoke Clouds radius will be smaller. Beyond that though, it doesn't really affect all that much, you can always have a Wizard or Druid set up the same afflictions to help out with generating Sneak Attacks. As the main character though, there are times when INT is called for during dialog and quests, but its not too terribly important. Edited February 17, 2016 by Wolken3156
Oxford_Guy Posted February 17, 2016 Author Posted February 17, 2016 Your afflictions from Blinding Strike, Crippling Strike, Withering Strike and Fearsome Strike won't last as long. If you have the expansions, Smoke Cloud, Sap and Feign Death also won't last as long, and Smoke Clouds radius will be smaller. Beyond that though, it doesn't really affect all that much, you can always have a Wizard or Druid set up the same afflictions to help out with generating Sneak Attacks. As the main character though, there are times when INT is called for during dialog and quests, but its not too terribly important. Okay, I could be tempted to push INT up to 10 or so, maybe at the expense of RES? "My name is Inigo Montoya. You killed my father. Prepare to die!"
DreamWayfarer Posted February 17, 2016 Posted February 17, 2016 (edited) Okay, I could be tempted to push INT up to 10 or so, maybe at the expense of RES?I would lower DEX to 18 or MIG to 8 instead, since RES is the most important attribute for conversations. Edited February 17, 2016 by DreamWayfarer
Abalon Posted February 17, 2016 Posted February 17, 2016 Generally I always dump int on my rogues less it's a ranged rogue build where you want to use tall grass or borelain for melee rogue I typically go 13 might, 8 con, 18 perc, 18 dex, 4 int, 18 resolve I prefer moon godlike for meta gaming but Orlanot works well too
DreamWayfarer Posted February 17, 2016 Posted February 17, 2016 Generally I always dump int on my rogues less it's a ranged rogue build where you want to use tall grass or borelain for melee rogue I typically go 13 might, 8 con, 18 perc, 18 dex, 4 int, 18 resolve I prefer moon godlike for meta gaming but Orlanot works well too Well, the OP has said he does not want to drop anything below 8 if possible.
Oxford_Guy Posted February 17, 2016 Author Posted February 17, 2016 Generally I always dump int on my rogues less it's a ranged rogue build where you want to use tall grass or borelain for melee rogue I typically go 13 might, 8 con, 18 perc, 18 dex, 4 int, 18 resolve I prefer moon godlike for meta gaming but Orlanot works well too Well, the OP has said he does not want to drop anything below 8 if possible. Indeed, and I certainly wouldn't want my character to have less than 8 INT, don't like the idea of my character being a moron... "My name is Inigo Montoya. You killed my father. Prepare to die!"
DreamWayfarer Posted February 17, 2016 Posted February 17, 2016 (edited) Indeed, and I certainly wouldn't want my character to have less than 8 INT, don't like the idea of my character being a moron...To be fair, when roleplaying I take INT to mean not all aspects of intelligence, but the ability to make abstract connections between pieces of information, to quickly extrapolate what will happen based on what you know, and even some measure of mental discipline. A character with little INT to me is someone who sees things directly without grasping or even considering their implications, but not a complete moron. This also allows for a 7 INT char to share many dialogue options with a 17 INT one without things being unbelievable. But I still don't minmax, as I find that attributes lower than 8, or at most 7, just look unbalanced and weird to me. Edited February 17, 2016 by DreamWayfarer
Oxford_Guy Posted February 17, 2016 Author Posted February 17, 2016 Okay I've gone with: Arabella Female Pale Elf Deadfire Archipelago - Raider - my conceit for how a Pale Elf ended up in the Deadlier Archipelago is that she was captured young by pirates ) 10 MIG 08 CON 18 DEX 16 PER 10 INT 16 RES Blinding Strike (thought may be more useful in melee than crippling strike) Will see how this goes... 1 "My name is Inigo Montoya. You killed my father. Prepare to die!"
DreamWayfarer Posted February 17, 2016 Posted February 17, 2016 (edited) Okay I've gone with: Arabella Female Pale Elf Deadfire Archipelago - Raider - my conceit for how a Pale Elf ended up in the Deadlier Archipelago is that she was captured young by pirates ) Nice backstory. Although unnecessary, since some nomadic Pale Elf tribes migrate to the South of the Arquipelago during very harsh winters. Which would also give more opportunities for pirates to capture her, so it actualy works even better... Blinding Strike (thought may be more useful in melee than crippling strike) Not really, since with 16 RES you are relatively safe against single foes, and if your enemy is too strong or there are many foes your survival will depend much more on your other party members, since it is only 1/encounter. And it is better spent dealing damage, since Rogues eventualy earn better 'oh #%@&!' abilities. Edited February 17, 2016 by DreamWayfarer
Oxford_Guy Posted February 17, 2016 Author Posted February 17, 2016 Okay I've gone with: Arabella Female Pale Elf Deadfire Archipelago - Raider - my conceit for how a Pale Elf ended up in the Deadlier Archipelago is that she was captured young by pirates ) Nice backstory. Although unnecessary, since some nomadic Pale Elf tribes migrate to the South of the Arquipelago during very harsh winters. Which would also give more opportunities for pirates to capture her, so it actualy works even better... Blinding Strike (thought may be more useful in melee than crippling strike)Not really, since with 16 RES you are relatively safe against single foes, and if your enemy is too strong or there are many foes your survival will depend much more on your other party members, since it is only 1/encounter. And it is better spent dealing damage, since Rogues eventualy earn better 'oh #%@&!' abilities. Okay, I started again and re-specced with Crippling Strike, I'd only just started the game anyway "My name is Inigo Montoya. You killed my father. Prepare to die!"
VahnXIII Posted February 17, 2016 Posted February 17, 2016 http://steamcommunity.com/sharedfiles/filedetails/?id=416939844 Rogue - Prince of Persia Blue Edition This is a great build to get started with. Things die very fast. Served me well until I decided to reroll Cipher for 3.0 + WM expansions.
VahnXIII Posted February 17, 2016 Posted February 17, 2016 Oh and for RP purposes, I went with human, deadfire, drifter. Played as an opportunist with plenty of run ins with pirates. After a particular fiasco, it was time to skip town and travel to a place with no connections...The Dyrwood of course.
Mocker22 Posted February 18, 2016 Posted February 18, 2016 One thing that should be mentioned here....don't drive yourself nuts on your first playthrough. Stats being a bit off won't hurt you much at all. PoE is about sound tactics in combat, so for your first time through be determined to learn what stuff does. I.e. key spells, etc.
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