Wednesday, 14 April 2021 16:30

Divinity Original Sin 2: 10 Pro Tips For Making A Rogue Build

Written by Rhenn Taguiam
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Making a Rogue in Divinity Original Sin 2 can be overwhelming. Here's a look at some tips for making the ultimate build.

Fans of Larian Studios know just how flexible characters can become in Divinity Original Sin 2. Moreover, the right progression and Skills combination can turn any character into a devastating DPS powerhouse. For technical players, Original Sin 2 offers a lot of means to "break" the script and score insane damage. In short, Original Sin 2 has the tools for the perfect Rogue.

RELATED: Divinity Original Sin 2: 10 Tips To Defeat The Harbinger Of Doom In Act 2

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 Original Sin 2?

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.

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 100-percent 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 includes 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 have 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.

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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. It's 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.

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 in 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.

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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, on 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.

NEXT: Divinity Original Sin 2: 10 Combat Tips To Win Without Ever Spending Source

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