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-Definitely elf with a decent amount of necro
-I don't know that I'd go 10 necro, but 5 or 6 should work
-Pick either str or int. Up the other for armor if you want but I'd advise against splitting them evenly long term.
-Leech is better if you go strength based, but if you use necro attacks, you'll want elemental affinity on blood, and leech makes that impossible as the blood is sucked up. Blood sucker is useable only when needed.
Personally, I'd picture a vampire as a scoundrel/necro build, and necro as a main stat is not usually good from start to finish, as it only has 2 non source related actual attacks. I'd say 3-5 scoundrel for skills, 5-6 necro for skills and life steal, and maybe focus on the dual wield dodge to emphasize vampires' superior physical abilities to just move faster than the enemies can attack. But there's a lot of ways to go, these are just some of my ideas, just make sure you plan out at least 10 levels or so and have fun with it.
Next you want a mix of necro/warfare/scoundrel/polymorph skills.
Also max persuasion
Hard choice between strength or finesse. Both make sense thematically but splitting them doesn't. Polymorph abilities which you might want to use, require strength, and the stealth/sneaking and teleporting of scoundrel makes sense (along with the fast movement etc).
Therefore, even though high strength really makes sense for a vampire I'm gonna say go primarily finesse, and use daggers (claws) as your main form of attack (so dual wield).
Now damage is important, but so is actually being.....vampire like!! That means decently high dodge, good movement abilities, the ability to fly, go invisible, and teleport yourself (cloak and dagger works for that, and phoenix from warfare can be a backup).
Necro skills are mainly to back up your main attacks. I would also highly suggest elf for flesh offering. You might even consider getting 2 points in huntsman to get tactical retreat (hastes you which is vampire like) and elemental weapons (works with melee weapons and with blood....so blood dripping claws basically).
Next up you need talents.
Obviously lone wolf right away. Next up I'd grab executioner, cause yeah, you will kill something every round for sure. Next I'd suggest parry master. If you do go with a skelly minion btw, make him a sturdy tank like guy (tons of con/warfare with picture of health etc) and pump up his leadership. With 20 points in leadership that will give your vampire + 40% dage and 60% resist all (without eq bonuses to leadership or to the vamps stats themselves). With parry master, that would be at least (again without bonuses) 50% chance to dodge attacks...very vampire like.
Opportunist also makes sense, but so does skilled up etc, so feel free to pick the last talents.
I don't think you need to boost necro to 10, in fact, due to your 100% chance to crit for most attacks, I would go with maxed scoundrel, then get the few points you need in polymorph/aero (might want 2 for teleport), and hunstman (again 1 point invested = 2 points, enough for elemental weapons and tactical retreat).
I'd go mostly towards a maxed 20 point warfair as well, for extreme damage multipliers, but....I'd say at least 6 points in necro makes sense (Before eq bonuses as well). That does give you access to all necro abilities AND a good 60% of damage converted to healing (before bonuses).
You could possibly go with just 2 points (4 total) invested and stay at 4 base necro as long as you either don't use tier 5 necro abilities, or have equipment that boost necro up.
Finally 1 other stat you might want to toss a point or two in, and honestly I think these stats should just go up with level or something. Dual wield actually is not as important as others since it doesn't boost accuracy, and while dodge is good, you can and will probably have a very high dodge anyway.
It wouldn't suck to toss a few points in here instead of into warfare or as much into necro, damage is already going to be super high with 10 warfare for instance, and putting 10 points into dual wield will mean less damage (both are 5% increases, but daggers is additive to finesse, while warfare is multiplied).
10% more dodge though (Before equipment bonuses) could be the difference between running with a 70% dodge, or 80% dodge all the time. Which could reduce effecitvely how often you actually take damage by 33% right there (and you won't see a 33% increase in your damage with 10 more warfare instead of dual wield).
End result should be an extremely high damage stealthy character, with insane movement rate (Able to get anywhere), the ability to teleport a ton as well, tons of CC abilities, extremely high vitality and life leach for all damage done. You would have adrenaline + flesh sacrifice for additional ap, along with executioner, so normally you can get 11 ap on your first turn.
Oh yeah, wits is important, but just having more then your companion is the only real requirement, even if your wits are only 11, as long as your companions are 10, you are fine. You don't need the bonus crit chance at all.
Anyway, that would be my suggestion:)
And in a direct toe, to toe comparison, a two handed weapon by itself will probably do more damage.....but....you will usually be backstabing and getting auto crits with the daggers.
With high scoundrel skill this can make a huge difference in damage output...allowing you to do significantly more damage then a two handed weapon.
You also get backlash which is a 1 AP teleporting attack that always backstabs (even if the enemy is against a wall). In most cases you can tactical retreat + backlash just about any enemy on a map, so for 2 ap you get an auto backstab against anyone, then have 4-6 ap (7 possibly with flesh offering) left to kill that enemy. If you have executioner, you get another 2 ap over that.
So basically a two handed user will...generally....kill 1 enemy unless they are bunched up. The dual dagger character with high scoundrel can quite often kill 3, but will almost always kill 2, even if you start off far away from them.
That leaves one more talent. If you're going lone wolf, I'd throw one of those (2) aero points into warfare and grab executioner. As a lone wolf, especially if you're going solo, you'll want it.
I'd take it over/earlier then living armor and probably all skilled up as well. In fact, as a lone wolf you really don't need all skilled up (though it does help with civil abilities).
If your not going fane (and he's kinda like a vampire actually), then your not really gonna spread around your civil abilities anyway.
You also only have 30 total points out of (without all skilled up) 44 possible for a lone wolf.
2 at level 1, and 1 more per level till 21...so 22 total base....doubled...is 44.
Necro 6 is plenty, huntsman 2 is fine, not sure why you want Aero 4 (2 is good for teleport but not a huge requirement even). You want warfare 2 at least, but honestly, you probably want some higher warfare skills and it gives a great damage boost as well. Not saying go for warfare 10, but a few points there won't hurt.
If your mainly going to kill with scoundrel abilities though, I'd pump that up more primarily, and only go with more dual wield for thematic (super high dodge) reasons.
Scoundrel will boost all your backstab attacks by the most damage, and it increases your movement speed. That being said with cloak and dagger and tactical retreat, you won't really need the movement speed boost (especially since tactical gives you haste boosting it even more.
The damage difference between dual wield and scoundrel/warfare is noticable, but...you'll be doing sick damage anyway. Boosting dual wield over the other two will increase your dodge even more. Perhaps you were going for the 4 aero for the dodge spells....but those are very short term and you'll already have other ways to avoid being attacked (invisibility etc).
No matter what, at least a few points into warfare will give you many more abilities to use. They won't auto-crit etc, but they will let you knock enemies down, hit all enemies around you, move while hitting a group of enemies etc. It's well worth investing the points for that alone.
Warfare skills backstab. Can’t imagine using a rogue without teleport + crippling blow and battle stomp.
One other thing to mention is that one point in warfare is better than one point in scoundrel because of how the math is done, even if you always crit.
Warfare skills only backstab if your using a dagger and in a backstab zone, but yeah they work. If your using charge etc though, it usually doesn't, but those are still great skills to have.
Actually I thought the math was even on crit bonus and warfare bonus as long as you always crit.
Both are multiplied after everything else, both are a 5% damage increase.
Warfare of course is better if your not always critting, but otherwise scoundrel is better since it gives movement as well (as long as movement even matters anymore to you).
Honestly with tactical retreat and cloak and dagger alone (or phoenix), you can position yourself just about anywhere you want...for 1 ap each. Having a huge movement range for 1 ap is nice in some cases though, which I guess would still give a bit of advantage to scoundrel.
Lone Wolf, Living Armor for talents
Persuasion 2/Lucky Charm 1
1.0 (Warfare) * 1.55 (Crit D) = 1.55
Warfare > Scoundrel