Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I have a rogue in my endgame party (Woljif) and at one point you get an item that lets you summon a mount as long as the character doesn't already have one, and Woljif does great with it because almost everything targets the mount instead, and mounts are great tanks.
Rogues can be nuanced to use in both real time and turn based. Namely as even with easy flanking rules you still need to [move->attack] -> [Full attack]. How this can easily play out is that you move -> attack. Then the enemy targets your Rogue due to being squishy and you die before you get your full attack in.
For a newbie Rogue I actually recommend going ranged (you can still sneak attack with ranged weapons) or going STR Rowdy Rogue with a reach weapon (Long Spear and Polearms).
Slayer in a broad sense is also a good way to get a Fighter/Rogue that has higher accuracy and isn't as squishy.
The best advice I can give for that point is to hold your Rogue back a round and wait for engagement to start (or just put them in the back of the formation). Seelah moves at 20 Speed, so your Rogue (and maybe Camellia) are likely to reach the enemy first. The enemy will usually focus on the first unit to engage them (though not always, sometimes they'll chase units in your back line, it depends). So send in Seelah first, she's almost certainly much tankier than your Rogue at this point, and then after the enemy/enemies takes a swing at her bring the Rogue in for that sweet backstab damage - backstab damage won't take effect anyway if your rogue takes the first swing at the enemy. You'll lose a round of combat from your Rogue but save yourself a reload. Just remember to have Seelah attacking whatever unit your Rogue is attacking, otherwise they won't get the flanking bonus to attack and backstab damage won't go into effect.
You won't do as much damage as using two weapons, but it's a way to safely contribute until you start getting some better protective options.
EDIT: Oops, someone already said this more or less.
Pure rogue is not meant to tank, ever. It's a glass cannon that is meant to proc its many sneak attack dice from its high number of attacks due to dual wielding (and in the best case scenario bites + gore) as well as provide team benefits by debuffing enemy AC and AB via double debilitation. You're supposed to enlarge yourself which will grant you reach and then attack from the second row (from behind your tank).
If you want to play a """Rogue""" who can tank, your best bet is the Vivisector:
https://steamcommunity.com/sharedfiles/filedetails/?id=2876370958
Oh, and do remember you can delay a character's action until later in the turn to allow another character to move into position so when your rogue moves in and attacks they will have flanking.
keep them at range with a bow. they are generally too squishy to go into melee unless your build is designed properly around it
I think its better to run Woljifs class than straight rogue. Getting buffs for yourself can really increase your AC and survivability. Rogue is a good dip for multiclassing but needs buffs to stay in the frontline without any reach.