Divinity: Original Sin (Classic)

Divinity: Original Sin (Classic)

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Good Build/Stats for a Rogue?
What would be the best stats? I noticed DEX doesn't increase the amount of damage with the daggers (as far as I know), only the effectiveness of abilities. So what would be a solid DEX level to meet the requirement of end-game equipment?
Also, what would be a good amount of SPD and CON? I fully intend on using the glass-cannon talent and am wondering what the best balance would be whilst also getting the best amount of DEX possible.

Also, what is a good team to use? I was previously running with 1 rogue, 1 Tank and 2 mages but my rogue kept getting in the way of their AoEs. And one of the mages always ended up being neglected because I couldn't be bothered to seperate the good gear between them both (I'll admit, that's probably down to my own personal incompetence).
Anyways, I'm now going with my rogue, a single DPS/summoner Mage and a tank with the lone wolf talent and it seems to be working better. Is this a viable strategy for later on in the game? Any D.O.S veterans out there got any teams which work out?

In terms of abilities, I intend on getting most if not all of the scoundrel spells but should I go into anything else? I usually dip into expert marksman for tactical retreat, and geomancy for a burly spider buddy to help you in the midst of battle, along with midnight oil (works wonders with the bully talent).
Should I go into any more/less? Witchcraft might be useful but would I be spreading myself too thin?

Thanks for all the help in advance :D any input is appreciated.
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Showing 1-3 of 3 comments
BrendanTheFACE Jun 22, 2015 @ 6:25pm 
Probably should have shortened that a bit .-.
Stabbey Jun 23, 2015 @ 7:16am 
I don't have time to go into it deeply for now, but I'll be back later.

A Rogue wants DEX and SPD in about equal proportions (maybe a bit higer SPD), as well as at least 2 extra points into CON (probably from equipment is best) for survivability. A Rogue wants SPD and Movement so they can spend as few AP as possible moving into backstab position, and more points performing backstabs.

Last edited by Stabbey; Jun 23, 2015 @ 7:16am
Stabbey Jun 23, 2015 @ 11:41am 
Dex increases your chance to hit with daggers, bows and crossbows, and provides benefits for Rogue and Marksman skills. You want to keep that at a decent level, but daggers DEX requirements are fairly lenient so you can keep Speed higher than Dex most of the time unless you're having problems hitting. You'll want at least 12 Dex, I think.

Pretty much every team combination can work, it just comes down to learning how to use them together. Sometimes this means not hitting ALL enemies with an AoE in exchange for not hitting teammates as well.

Rogues can also be good Marksmen as well, because of the DEX bonuses.

As for magic spells, I havne't finished the game with a pure rogue, but I did with a Shadowblade, which is a Witchcraft/Air/Scoundrel build. That's a pretty good combination, but it does require less investment into DEX and SPD and more into INT. (8 INT is the minimum to cast the lowest-level spells without penalty). The INT requirements make it hard for an otherwise pure character to get into magic. It's easier to save that for another playthrough, after you better grasp on how to play the base character.
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