It can be hard to make a Rogue in Divinity: Original Sin 2. Take a look at these tips for making the best build ever.
If you’ve played Divinity: Original Sin 2, you know how flexible the characters can get. Also, with the right leveling up and skill mix, any character can become a deadly DPS powerhouse. Original Sin 2 has a lot of ways for skilled players to “break” the script and do crazy damage. To sum up, Divinity: Original Sin 2 has everything a great Rogue needs.
As with any RPG, a Rogue gives you a lot of freedom to change how Original Sin 2 works. Another thing is that the right Rogue build can end fights before they even start. But how can players in Original Sin 2 by Larian Studios get the most out of a Rogue?
Teamwork Makes The Dream Work
Even though a Rogue-type character is good at fighting in Divinity: Original Sin 2, it’s not a good idea to put them up against strong enemies because they are just as easily hurt. In this way, players who want to use Rogues and Shadowblades for killing should think about baiting the other players to build up to strong attacks.
As an example, having a tank confuse a target could make it easier for the rogue to sneak up on them and Backstab them. Also, if the Rogue is the last person to join the battle, delaying a teammate’s turn to allow for a sneak attack is the best thing to do. In the end, this means that the player’s party can still use a Skill on the target if the Rogue fails to kill it with one hit.
Become The Party Scout
Because Cloak and Dagger (Scoundrel 2) is a useful move that doesn’t stop sneaking, a Rogue-type that relies on the Scoundrel School could easily become the team’s main scout. The team can go to places without worrying about being caught off guard if they can find possible risks and good vantage points ahead of time.
Also, conversational mechanics in games like Divinity: Original Sin 2 are often tied to Civil Abilities. This means that if a Rogue with high Persuasion gets caught and questioned during a conversation, they might not be in instant danger.
Chicken Claw Remains OP
Rogue-type characters in Divinity: Original Sin 2 are usually used for quick, sneaky kills that don’t give enemies a chance to respond, at least at first glance. But some Rogues are also designed to be wildcards whose single Skill can change the way the battle is fought. For this reason, Chicken Claw (Polymorph), which is very powerful, might be something the Rogue could use in an emergency.
For fans, Chicken Claw is the famous skill that turns a target into a chicken if they don’t have any Physical Armor left. The Skill is too strong because it can also damage bosses, so fans can easily beat bosses like the Harbinger of Doom in just a few turns. Even though using Chicken Claw feels like cheating out of a fun fight, a Rogue has some of the best stats that can break through Physical Armor to get this benefit.
Sneaking Can Become Overpowering
Even though it seems hard, Sneaking is still one of the best skills a character can use in battle. After all, Sneak lets characters look around a fight without worrying about AP. In the Initiative Order, they are only counted when they start fighting or are found. And with a Rogue that has Backlash (Scoundrel 1) and Sneaking benefits, this is the best place to hit to do the most damage.
Yes, Rogues can already do a lot of damage with Backlash thanks to the Backstab feature. Rogues can get in the best position for an attack, though, if they do it by Sneaking. This lets Rogues fight their target head-to-head without having to worry about Initiative.
Become A Scouting Asset
Because they can Sneak, Rogues can become some of the best trackers in the game. This feature lets Rogues look over faraway battles without being noticed. This lets them help players see the map better and figure out where everyone on the team is before starting a fight.
Rogues have the most finesse, which means they can move the farthest in any turn. In battle, this means they can get to enemies far away the fastest. But when they are exploring, being able to move quickly also helps them get out of dangerous situations quickly.
Tank Damage Through Dodging
A common RPG trope is for Rogues to be like Wizards in that they are always ready to attack. Rogues often give up defense for very high DPS, while Wizards give up health for high magic damage. Because of this, Rogues often use play styles that focus on “hit and run” moves. Some players know how to get around these problems by giving Rogues ridiculously high dodge stats, which let the strongest hits go right through them.
This trick can also be used in Original Sin 2. A Rogue can avoid almost any attack if their Dodging Attribute is strong enough. To do this, players can use Rogues instead of tanks to distract bosses while their friends try to attack.
Dominate In Early-Game With Skills
Scoundrel Skills are intended to help players with their Rogue builds reach their full potential. In this way, players might want to focus on certain early-game Skills to help their characters become the best Rogue they can be as soon as possible.
Backlash (Scoundrel 1) is an important Skill to get because it lets you do powerful sneak moves. After that, players should get Cloak and Dagger (Scoundrel 2), which lets them jump in different areas of the fight without breaking Sneaking.
Early-game secondary skills rely on how focused a player is. Gag Order (Scoundrel 2) is a strong way to stop Spellcasters. Meanwhile, Chloroform (Scoundrel 1) is still a quick way to knock out enemies that depend on skills.
Obliterate Foes In The Late-Game
Rogues should focus on some powerful skills as they get stronger so they can get kills as quickly as possible. Scoundrel has some very dangerous late-game skills that players need to keep an eye on. The strongest Scoundrel Skills do need Source, which is a shame. Users should be careful whenever they want to use these Skills because of this.
Mortal Blow (Scoundrel 5) is the most powerful Scoundrel skill because it can instantly kill enemies with less than 20% health. The extra cost of 3 Source means that players should save this for bosses that are tougher.
Also, players should keep an eye on Fan of Knives, an AOE move that can deal 125% Physical Damage and cover a wide area. Because it can backstab, Fan of Knives can pretty much kill multiple enemies at once. There is an extra cost of 1 Source for this.
The Rogue Remains A Safe Choice
If a player wants to get better at Rogue, they should choose a Starting Class that they can use to make their ideal stealth fighter. The Rogue is still a safe choice in this way. The first talent they use is “The Pawn,” which lets the Rogue move freely for 1 AP every turn. That’s great for getting around, especially for “that stretch” to get to an opponent far away.
The Rogue’s first skills also work well with a DPS build.
Adrenaline (Scoundrel 1) gives the Rogue two additional attack points, but it costs them two additional attack points at the start of the next turn. Other Skills, like the long-range Throwing Knife (Scoundrel 1) and signature Backlash (Scoundrel 1), let them use quick combos. This perk gives them a 100% chance to Backstab for killing damage.
The Shadowblade Adds Versatility
The Shadowblade is one of the 14 Starting Classes that can be chosen during Character Creation. It gives players more options in the early game. When you first get the Shadowblade, it comes with the Guerilla Talent, which makes Sneak Attack 40% more powerful. This works well with the Shadowblade’s built-in Skills, such as Chameleon Cloak (Polymorph), which makes you invisible.
Shadowblades can also get a stealth build right away thanks to the Backlash Skill that comes with the game. The Class also comes with Chicken Claw (Polymorph), a spell that lets the user turn an enemy into a chicken as long as the enemy doesn’t have any Physical Armor left.
Finesse Can Maximize Base Damage
In Original Sin 2, the Rogue-type or stealth specialist needs the Scoundrel School a lot more than other jobs to reach their full potential. The thing is, Scoundrel is also a very specific school with two rules. To begin, Scoundrel needs Finesse to deal damage. Next, Scoundrel can’t do its job without daggers, which are naturally Finesse Weapons. So, it makes sense for Rogue types to put Finesse at the top of their list of attributes.
The good news is that Finesse is naturally very simple. Basically, each point in Finesse increases the damage done by 5%. On the plus side, players can use better Leather Armor when they have more Finesse. Rogues can do more damage if they have a high Finesse number.
*Consider The Right Attributes
As the Scoundrel class is the most like a sneaky killer for Rogue-type characters, it makes sense to use a dagger and increase damage through Finesse right away. However, people who play games like Divinity: Original Sin 2 know that an RPG character is more than just one type of Attribute. When players make a Rogue-type character, they need to think about how other Attributes will affect that character.
In this case, Rogues could benefit from having better Wits because keeping this stat above 10 will give them +1% Critical Chance and +1% Initiative, which means they can do more damage. Also, every Memory point above 10 gives Rogues an extra Memory Slot, which they can use to learn more Skills for the team.
Dual Wielding Will Work Wonders
Since Scoundrel Skills depend on Daggers, it makes sense for Rogue types to do the most damage possible with the same type of weapon. But because Rogue-types like to finish fights faster than their enemies can respond, using two Daggers with the Dual Wielding Ability may be better for them than using a Dagger-Shield combo with the Single-Handed Ability.
Of course, the fact that each point in One-Handed increases damage and accuracy by 5% is tempting. The Dual Wielding’s 5% Damage does deal two hits in one move, though, which makes the Scoundrel’s Backstab more powerful. Its 1% Dodge boost per point also helps Rogues avoid hits that would kill them otherwise.
Of course, Skibidi Toilet players should keep in mind that the off-hand tool will always deal 50% less damage. However, it still has one more move than the Single-Handed!
Scoundrel By Nature Is Brutal
It can be too hard for players to learn the Scoundrel School if they look at it closely. However, Rogue-types’ main perks can make them some of the craziest damage dealers in battle. Scoundrel points alone not only speed up movement by 0.3, but they also raise the Critical Multiplier by 5%. In other words, Critical Strikes do more damage just because of Scoundrel.
In short, this means that players who can figure out how to cause the most critical damage can destroy enemies with just a few AP. Scoundrel is already a very dangerous class, and its 1AP Backlash Skill is an instant Backstab that guarantees a critical hit. You can get it with just one Scoundrel level.
Mobility Guarantees Flexibility
As was already said, each Scoundrel point increases a Rogue’s maximum movement. Players should always use this extra movement to get the best position on the fight. But Scoundrel also has extra mobility choices that can help you make the most of their damage output: Invisibility and Sneaking.
In Original Sin 2, all players Sneak by “blending in” with their surroundings. This makes it harder for enemies to find them but gives them the chance to Backstab. Remember that a Rogue can stay out of a fight as long as their enemies can’t see them Sneaking or Invisibility. This is great for getting into the best position to attack.
But Rogues can do more than just Sneak. They can also use Invisibility to hurt their enemies. If a rogue has Chameleon Cloak or another way to become invisible, they can use most scythe skills without having to change their stance. Cloak and Dagger (Scoundrel 2) is also a 1AP teleport that won’t break Sneaking or Invisibility, making it great for going after tough bosses.
Maximize Debuffs For Setups
In most MMOs, Rogues end up maxing DPS to get rid of baddies as quickly as possible. But in Original Sin 2, Rogues have more freedom to use their military skills to the fullest, which makes them just as useful as spellcasters. They are hurt by Atrophy, Sleeping, and Silence, which are all three Skills.Even though there aren’t many Skills, they can be very useful against strong enemies and bosses.
For example, Chloroform (Scoundrel 1) makes a target Sleeping, which gives the party a full turn to move and set up an attack or deal damage. Also, Gag Order (Scoundrel 2) not only breaks Magic Armor but also Silences it, which stops throwing skills from working. Last but not least, Sleeping Arms (Scoundrel 2) sets Atrophy, which not only silences enemies but also stops all strikes.
Capitalize On Damage Over Time
Good killers kill their targets so quickly that they don’t even know they’re gone. Thanks to the Scoundrel School, Rogues can do a lot of damage over time to weaken their opponents and take them out of action before they can fight back. In theory, this could let the Rogue DOT one enemy after another and kill the ones that are still alive.
For example, Scoundrel 2’s Rupture Tendons does damage to a target and also hits them with DOT every time they try to move. At the same time, Scoundrel 3’s Terrifying Cruelty sets Bleeding (DOT) and turns Terrified (stun) on for one turn.
The last attack is Corrupted Blade (Scoundrel 2). It takes 3AP to use, but it can kill enemies in two turns. It makes targets Decaying and Diseased, which means they take damage over time and have less Vitality.
The Right Schools Add Battlefield Flexibility
A Rogue-type can use items from other Schools besides the Scoundrel School to make their fighting choices more varied. For example, Necromancer is a great choice for a Rogue because every point here gives lifesteal whenever the Rogue does damage to Vitality. Some of its Skills can also steal life, which is great for building up a Rogue’s endurance.
Also, Polymorph is a good buy because each point here gives you a free Attribute Point, which is great for maxing out Finesse and other important Attributes. Its Skills can also work as useful debuffs and damage choices.
Think Of Glass Cannon, Executioner
If a player wants to make their Rogues stronger, they should think about what Talents they should use. But players might want to take advantage of the fact that Glass Cannon and Executioner are so different right away.
Executioner is a reliable companion for criminals who are sure of their killing skills. When they land a killing blow, this Talent gives them 2AP, but it only works once per turn. They might still get enough AP from this to move faster or use another skill.
In the same way, Glass Cannon gives Rogues full AP per turn right away, but their armor stops protecting them from status effects. It’s a risky move because Rogues can be very easily debuffed when they have certain states. But Rogues who can move quickly enough can use their AP to attack quickly, flee quickly, and get back into the fight before their enemies can even debuff them.