![]() I've played a dual-wielding Hearth Orlan chanter with 10 might and he was already more than capable of generating a steady stream of high damage normal attacks/crits with just Savage Attack + buffs. Get Durance ASAP before you go dungeon exploring. Just keep a Chanter/Wizard/Cleric around to reduce enemy DR and you're fine. With debuffs you'll be able to hold your own against all but a few particularly powerful individuals. Lots of dialogue options there, and solid deflect if you dual-wield handaxes (always keep one set on your quickchange slot). ![]() I'm pretty sure you can even play a 10/10/16/16/10/16 rogue if you really wanted. I see no reason to max out might on a rogue if you're not playing on hard (frankly, I wouldn't even bother with minmaxing unless I'm playing ironman). And in spite of everything, including being about 3/4's to 1 level behind the rest of the party for nearly the entire run-through, she ended up 2nd on the team in damage, only trailing my PC monk. The rogue was a ranged combatant though, not a melee sneak attacking specialist. In my last party, I hired a rogue for my party, because I wanted a dedicated traps and locks specialist. This way you can give one a try without having to worry about the rogue missing out on dialog options. I've seen a lot of other people more familiar with the game than I say the same thing.īut if you're really want to give one a try, why not pick a more easily playable PC, and then hire on a melee rogue mercenary. You end up with an all talk, no fight character.Īlso note that there's a difference between a build with major stat dumps down to 3, and one with minor ones down to a mere 8.įYI, you're not wrong when you think that melee rogues are difficult to set up and play. And the problem if one is looking to maximize talking options, you end up with a crapload of points in PER, INT, and RES, and not a lot else. Click to expand.I don't recall that there'd really be any difference between a character with 8 in a stat and 10 in that same stat.
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