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As with any RPG, a Rogue offers a ton of flexibility to tinker with Original Sin 2’s core mechanics. Additionally, the right Rogue build can end combat encounters before they even fully begin. However, how can players tap into a Rogue’s full potential in Larian Studios’Original Sin 2?
Updated on 21 August 2021 by Rhenn Taguiam: Given the flexible character progression in Divinity: Original Sin 2, Starting Classes for players act more as an introduction to the core mechanics of the game. As such, players can begin creating a Rogue by selecting the Rogue Starting Class or by simply transitioning into it throughout the course of the game.
Of course, players would want a more tactical approach to character growth in more difficult game modes - and a set Rogue build can transform a new character into a powerhouse very early on in the game. With the right selection of Skills, Talents, and Attribute growth, players can create a Rogue build to dominate the entire playthrough.
15 Sneaking Can Become Overpowering
Despite perceived complexity, Sneaking remains one of the most powerful assets a character could utilize in combat. After all, Sneak can have characters explore a battlefield without having AP restrictions. It’s only when they enter combat or get detected that they get counted within the Initiative Order. And with a Rogue that has Backlash (Scoundrel 1) and advantages to Sneaking, attacking from such a position can dish out as much damage as possible.
Granted, Rogues can already deal a lot of damage via Backlash, courtesy of the Backstab mechanic. However, when done via Sneaking, Rogues can position themselves in the best place possible before making the attack. This allows Rogues to go toe-to-toe with their target while bypassing Initiative.
14 Become A Scouting Asset
Again thanks to Sneaking, Rogues can become one of the most efficient scouts in the game. With this mechanic, Rogues can survey distant battlefields without arousing suspicion. This allows them to help players get a better view of the map and position the rest of the team before initiating fights.
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Thanks to their high Dexterity, Rogues also move the furthest in any given turn. In combat, this means they can reach the most distant enemies the fastest. However, in the context of scouting, high move speed also helps them quickly exit unexpected encounters.
13 Tank Damage Through Dodging
It’s a common RPG trope for Rogues to be glass cannons in the same vein as Wizards. Whereas Wizards trade their health for high magic damage, Rogues often trade defense for incredibly high DPS. As such, Rogues often rely on playstyles that focus on hit-and-run tactics. Some players can expertly bypass these disadvantages by giving Rogues ridiculously high dodge stats, letting the strongest attacks just pass through them.
In Original Sin 2, players can also do the same trick. With a high-enough Dodging Attribute, a Rogue can bypass almost any attack. In this regard, players can have Rogues act as substitute tanks to distract bosses as allies try to get their attacks in.
12 Dominate In Early-Game With Skills
Players building a Rogue build are expected to rely on Scoundrel Skills to maximize their potential. In this regard, players may want to focus on certain early-game Skills to help their characters maximize their Rogue potential as soon as possible.
One essential Skill to acquire is Backlash (Scoundrel 1), as this facilitates high-powered sneak attacks. Afterward, players should acquire Cloak And Dagger (Scoundrel 2), as this allows them to jump in various battlefield spaces without breaking Sneaking.
Secondary early-game Skills depend on a player’s focus. Gag Order (Scoundrel 2) is a mean silencer against Spellcasters. Meanwhile, Chloroform (Scoundrel 1) remains a quick destabilizer for Skill-reliant foes.
11 Obliterate Foes In The Late-Game
As Rogues grow in strength, they should focus on some high-powered Skills to get in their kills as fast as possible. Thankfully, Scoundrel has very deadly late-game Skills that players need to pay attention to. Unfortunately, the most powerful Scoundrel Skills do require Source. As such, players need to be wary whenever they feel like they have to use these Skills.
At its core, Mortal Blow (Scoundrel 5) stands as the most powerful Scoundrel Skill, being able to insta-kill enemies below 20-percent Vitality. It does have an additional cost of 3 Source, which means players should reserve this for stronger bosses.
Meanwhile, players should also pay attention to Fan of Knives, a surrounding-AOE attack, which can deal 125-percent Physical Damage. Since it can backstab, Fan of Knives can essentially dispatch multiple foes at once. This does have an additional cost of 1 Source.
10 The Rogue Remains A Safe Choice
Players who want to perfect a Rogue build should pick a Starting Class as a template to mold into their ideal stealth fighter. In that regard, the Rogue remains a safe choice. They start with The Pawn Talent, which gives the Rogue 1AP Free Movement every turn. This is great for mobility, especially for “that stretch” to reach a faraway opponent.
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The Rogue’s starting Skills also work well with an early DPS build. Adrenaline (Scoundrel 1) gives the Rogue a 2AP boost at the cost of -2AP beginning the next turn. This perk works with quick combos courtesy of other Skills like the long-range Throwing Knife (Scoundrel 1) and signature Backlash (Scoundrel 1), which grants them a 100% chance to Backstab for lethal damage.
9 The Shadowblade Adds Versatility
Of the 14 available Starting Classes in Character Creation, the Shadowblade adds an element of early-game versatility for players. The Shadowblade begins with the Guerilla Talent, which increases Sneak Attack damage by a whopping 40-percent. This works well with the Shadowblade’s preset Skills, which include Chameleon Cloak (Polymorph) that sets Invisibility.
Additionally, the preset Backlash Skill instantly paves the way for Shadowblades to get a stealth build. To add versatility to the Class, it also comes with Chicken Claw (Polymorph) which allows the caster to transform an enemy into a chicken provided it doesn’t have any Physical Armour left.
8 Finesse Can Maximize Base Damage
Unlike other roles, the Rogue-type or stealth specialist in Original Sin 2 has to rely heavily on the Scoundrel School to maximize their potential. Thing is, Scoundrel is also a heavily specialized School with two requirements. First, Scoundrel depends on Finesse to scale damage. Secondly, Scoundrel needs Daggers to work, which by nature are also Finesse Weapons. In turn, it makes sense for Rogue-types to prioritize Finesse as an Attribute.
Thankfully, Finesse is extremely straightforward by nature. Essentially, each point in Finesse boosts damage output by 5-percent. As a plus, more Finesse also allows players to wield better Leather Armor. With high Finesse, Rogues can score higher base damage.
7 Dual Wielding Will Work Wonders
Considering how Scoundrel Skills rely on Daggers, it makes sense for Rogue-types to maximize their damage output with the same weapon type. However, given that Rogue-types prefer to finish fights faster than enemies react, they may benefit more from using two Daggers with the Dual Wielding Ability than a Dagger-Shield combo with the Single-Handed Ability.
Granted, it’s tempting that each point in One-Handed offers a 5-percent Damage and Accuracy boost. However, the Dual Wielding’s 5-percent Damage does come with two hits in a single attack, therefore maximizing Scoundrel’s Backstab damage. Its 1-percent Dodge boost per point also helps Rogues dodge otherwise fatal strikes.
Of course, players need to remember that the off-hand weapon will always have a 50-percent damage penalty. It’s still one attack more than what the Single-Handed offers, though!
6 Scoundrel By Nature Is Brutal
Players who analyze the Scoundrel School can find it too technical to master. However, its benefits at its core can make Rogue-types potentially the most insane damage dealers in combat. Each point in Scoundrel alone not only gives a 0.3 Movement Speed boost but also adds 5-percent to Critical Multiplier. Meaning, Critical Strikes get an inherent damage boost thanks to Scoundrel alone.
Essentially, this means players who find a way to deal as much critical damage as possible can tear through enemies with a few AP’s worth of attacks. To add to Scoundrel’s brutality, its 1AP Backlash Skill is an instant Backstab (a guaranteed critical hit) and is accessible with just one Scoundrel level.
5 Mobility Guarantees Flexibility
As mentioned, each point in Scoundrel boosts a Rogue’s maximum movement - and players should always use this extra movement to maximize their battlefield placement. However, Scoundrel also offers extra mobility options to capitalize on their damage output: specifically, Invisibility and Sneaking.
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In Original Sin 2, all players Sneak by “camouflaging” as their environment - reducing their movement but giving them the opportunity for Backstabs. Remember, for as long as enemies don’t detect Sneaking or Invisibility, a Rogue can stay out of a fight - perfect for finding the best position to strike and enter combat.
However, aside from Sneaking, Rogues can tap into Invisibility to punish their opponents. Rogues that have access to Invisibility (via Chameleon Cloak, for instance) can use most Scoundrel Skills without breaking the stance. Additionally, Cloak and Dagger (Scoundrel 2) is a 1AP teleport that won’t break Invisibility or Sneaking - perfect for targeting powerful bosses.
4 Maximize Debuffs For Setups
In regular MMOs, Rogues usually end up maxing DPS to eliminate enemies as soon as possible. However, Original Sin 2 gives Rogues more freedom to maximize their tactical potential on the battlefield making them just as efficient as spellcasters. Their debuffs come in the form of Atrophy, Sleeping, and Silence across three Skills. Despite the limited number of Skills, they can spell trouble for powerful bosses and enemies in general.
For instance, Chloroform (Scoundrel 1) sets Sleeping to a target, giving the party a full turn’s worth of movement for a setup or a devastating attack. Likewise, Gag Order (Scoundrel 2) not only destroys Magic Armour but also sets Silenced, disabling casting Skills. Lastly, Sleeping Arms (Scoundrel 2) sets Atrophy, which not only grants Silenced but also disables attacks entirely.
3 Capitalize On Damage Over Time
Excellent assassins take down their targets before they even notice they’re dead. Thanks to the Scoundrel School, Rogues have a myriad of damage-over-time they could use to debilitate opponents that can get them out of commission before they even retaliate. Theoretically, this could allow the Rogue to DOT one enemy after the other and just kill the remaining survivors.
For instance, Rupture Tendons (Scoundrel 2) not only damages a target but also punishes them with DOT whenever they try to move. Meanwhile, Terrifying Cruelty (Scoundrel 3) sets Bleeding (DOT) and one-turn Terrified (stun).
Lastly, Corrupted Blade (Scoundrel 2) costs a whopping 3AP to use but can kill opponents in two turns. It sets Decaying and Diseased on targets, meaning opponents not just get reduced Vitality but also get damage-over-time.
2 The Right Schools Add Battlefield Flexibility
Aside from the Scoundrel School, a Rogue-type can capitalize on offerings from other Schools to diversify their battlefield options. For instance, Necromancer easily fits a Rogue’s profile as each point here grants lifesteal whenever the Rogue deals damage to Vitality. Some of its Skills also have inherent lifesteal qualities - perfect to build a Rogue’s sustain.
Likewise, Polymorph is a great investment as each point here grants a free Attribute Point - perfect to max out Finesse and other essential Attributes. Additionally, its Skills can offer useful debuffs and damage options.
1 Think Of Glass Cannon, Executioner
Players who want to try creating more powerful Rogues should consider the right Talents for their Rogue. However, from the get-go, players might want to capitalize on the sheer diversity of Glass Cannon and Executioner.
Rogues confident about their assassination skills can rely on Executioner. This Talent grants them 2AP after landing a killing blow - although this only works once per turn. This might still be enough to give them extra AP for movement or for another Skill.
Likewise, Glass Cannon immediately gives Rogues maximum AP per turn at the cost of Armour no longer protecting them from statuses. This is a high-risk call, as statuses can make Rogues extremely vulnerable against debuffs. However, Rogues who can navigate the battlefield fast enough can use their AP to strike quickly, retreat fast, and return to the battle before opponents can even land debuffs on them.
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