Rhys
Apprentice
I've got a question on rogue work - more trying to get some brainstorming going for options than coming up with a proposal.
Hypothetical scenario: Saturday morning, you wake up, garb up, head to breakfast. You're all alone, no other PCs within easy reach, and you come across an appropriate NPC of your level. (As in, something that you can effect that isn't tailored to your weaknesses.) Assume that you've got all your skills/production and you're willing to use them.
Fighters are straightforward - either base damage swings, or pop your abilities.
Casters (including hybrids), again, fairly straightforward - cast your spells for the appropriate type (binding, direct damage, etc). I'll admit to questionable effectiveness in certain circumstances, but work with me on this.
Artisans - unload with your production items of doom.
Scouts - similar to fighters, though of less effectiveness (assuming equally split build between rogue skills and fighter skills).
It's the rogues that I'm a little uncertain about. I mean, they've got tremendous burst damage for their level - but in a one-on-one, they're kinda stuck swinging for base damage (which at the higher levels can seriously suck). I can see a really great rogue being able to get the occasional backstab in, but most NPCs are going to stay face-on in that situation. So, the options (offensively) seem to be items, alchemy, or ranged weapons (thrown/archery).
Just sanity checking to make sure that I'm not overlooking something. I understand that the ranged weapon changes (with backstab/assassinate/terminate) are pretty sexy and make that the method of choice (surprised I'm not seeing more hand-crossbows/braces of throwing daggers), but just wanted to make sure that I'm not missing something obvious.
Hypothetical scenario: Saturday morning, you wake up, garb up, head to breakfast. You're all alone, no other PCs within easy reach, and you come across an appropriate NPC of your level. (As in, something that you can effect that isn't tailored to your weaknesses.) Assume that you've got all your skills/production and you're willing to use them.
Fighters are straightforward - either base damage swings, or pop your abilities.
Casters (including hybrids), again, fairly straightforward - cast your spells for the appropriate type (binding, direct damage, etc). I'll admit to questionable effectiveness in certain circumstances, but work with me on this.
Artisans - unload with your production items of doom.
Scouts - similar to fighters, though of less effectiveness (assuming equally split build between rogue skills and fighter skills).
It's the rogues that I'm a little uncertain about. I mean, they've got tremendous burst damage for their level - but in a one-on-one, they're kinda stuck swinging for base damage (which at the higher levels can seriously suck). I can see a really great rogue being able to get the occasional backstab in, but most NPCs are going to stay face-on in that situation. So, the options (offensively) seem to be items, alchemy, or ranged weapons (thrown/archery).
Just sanity checking to make sure that I'm not overlooking something. I understand that the ranged weapon changes (with backstab/assassinate/terminate) are pretty sexy and make that the method of choice (surprised I'm not seeing more hand-crossbows/braces of throwing daggers), but just wanted to make sure that I'm not missing something obvious.