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That being said, you can still get hammered by AOE so don't put an enticing target next to them.
Also, their stat growth is the most balanced of the starting classes, so if you're building to a certain class and need to improve stats on multiple attributes that aren't normally paired they are a decent choice.
Rogues do happen to be very good as a precursor to the Bard class. It's generally one of my priorities to make a Rogue with high Dexterity + Willpower + Willpower growths + Born Leader and pivoting it into a Bard ASAP.
Assassin upgrade seems relatively weak too compared to the other advanced classes. The passive that you gain (50% extra critical chance against foes under 20% hp) seems incredibly useless since anything under 20% hp was probably going to die anyways regardless of whether or not you get a critical. Personally I'd like to see that passive get changed to making your physical attack bonus scale of dexterity instead since dexterity on rogues/assassins is an otherwise pretty underwhelming stat.
I will admit assassin is fairly decent once you get to a much higher level (16+), however carrying a rogue until that point is fairly painful. Moreover, they still get outdamaged against single targets by Knights and are worse at mobile killing than the swordmaster. Even the unique character (Misasa) they give you is better off swapping to Monk then Swordmaster than doing Assassin then Reaper.
The main advantage to having a rogue is mobility in the early game to try to kill a priority target before you get access to Rush. This functions well in compositions that are designed to never allow the enemies to attack you, however it tends to get outshone by Archers/Mages.
But she has the potential to do lots of damage and DoT with Bravery, good for tough foes that need to be attacked by several characters.
I keep her away from basic mobs if she's not 100% safe from being attacked.
I'll admit, I did wait quite a while before finally using the "Slay" skill for the first time. It was against one of those optional end-game bosses, the boss was around 1/2 HP visible... and Slay instantly dealt the full remaining damage, plus some. 1500ish HP damage, if I recall correctly. Absolutely beautiful boss-slaying numbers. (In case of questions, this was using a sneak-attack focused build.)
Note that the game doesn't seem to predict crit damage OR the "+3% per 1% lost HP" aspects of Slay or similar skills in the damage-prediction UI - it won't look like it'll do anywhere near that much. Let it rip and you'll be quite pleasantly surprised!
Not against a boss? Who cares? She can dash about the battlefield picking off three or so isolated baddies per turn without too much trouble if you spend some bravery. If you use the unique Assassin top-tier class, it comes with a built-in, no skill-points-required skill that auto-refunds and resets its own cooldown when you kill an enemy with it. It's fantastic for cherry-tapping enemies that have a "last stand" (1 hp remaining) mechanic - allowing you to keep the kill count up even when that mechanic is present.