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Best Rogue Build Divinity 2

author
Bob Roberts
• Monday, 09 November, 2020
• 11 min read

Divinity: Original Sin 2 is in full swing, and one of the major issues players are having with the game is Builds. Because players are more inclined to Duel Wield when playing a rogue -like character (with Daggers) there is a natural synergy here with the Talent Parry Master which increases Dodging by 10% when Duel Wielding.

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Players wishing to play this sort of Build should also pick the Dwarf race for this character, as they get an additional 5% to Dodging from Sturdy. Finesse is the primary Attribute of your Daggers, so you’ll need this to increase your damage.

Wits will grant you Critical Chance as well as Initiative and is useful for spotting traps and other valuable items around the map. The bonuses aren’t ideal on these two, but the damage is quite good for the stage of the game they can be found.

One of the hardest parts about making a Build in Divinity : Original Sin 2 is getting your Abilities distribution correct. The bonuses you gain from Abilities in this game are somewhat different from the original, so it’s easy to see why people can get confused.

Dual Wielding will not only increase your damage, but you're Dodging, which is key for this Build. Helps you get in range so that you can use a gap closer to start the fight without using any AP.

Duelists will use a mix of Scoundrel and WarfareSkills to deal damage and stay alive. Since Builds evolve over the course of the game, I’m going to put the Skills in order from the earliest obtainable to latest, because you won’t be able to get them all right way.

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In other words, this will deal the same amount of damage as a basic attack, just to every target it hits. This is a great way to buff yourself at the start of combat to help ensure you are not struck, especially during Act 2.

With 10 points into Dual Wielding, the Parry Master and SturdyTalents, you should be at 25% Dodging without any gear, which is pretty good. This isn’t overly difficult to do, since that’s essentially 3 pieces of Armour with +7% Dodge on them.

Chickens will move around a lot and take piercing damage in mass quantity when Rupture Tendons is applied. So much so that Marian recently nerfed the amount of steps chickens take so that this specific combo will deal less overall damage.

Blinding your enemies reduces their accuracy by 35%, which can essentially make you actually unhittable later on in the game when you’ve acquired some decent gear. Because Blind is a Status Effect that is resisted by Magic Armour, it’s difficult to pull off with this Build so consider having a party member put some points into Romancer to take the Throw Dust and Dust Blast skills to help you out (or use Dazzle Dazzle Grenades).

Divinity Original Sin 2 has plenty of character builds that you can go with. In this Divinity Original Sin 2 guide, we are going to go over the Rogue build.

rogue wow pvp
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The parry master talent goes well here as it increases dodging by 10% when dual wielding. For a better rogue build in Divinity Original Sin 2, you should pick the Dwarf race as the character gets an additional 5% dodge from Sturdy.

Ideally, you should get more Magical Armor as you are not going to get hit a lot by physical attacks keeping in mind the dodge stats that you are going to have. You will want to find armor pieces that have Dodging or Dual Wielding on them.

DaggersDrops Relocation Chastity and AbstinenceKniles, the FlenserFort Joy PrisonTerrorbite and VenombiteDorotya, the Decadent OneUndertavern of DriftwoodThese weapons are going to be great if you are interested in getting started. With this Divinity Original Sin 2roguebuild, you are going to want at least 3 points in Scoundrel.

Adrenaline Backlash Throwing Knife Corrupted Blade Rupture Tendons Sawtooth Knife Sleeping Arms Mortal Blow The Rogue class combines endurance with high agility, so you can fight in close quarters effectively.

Divinity Original Sin 2Rogue Class Abilities and Talent Scoundrel Ability This allows you to deal critical strikes with greater severity, so it is a good skill to scale up for those important one-on-one fights. Additional points increase the number of items that you can steal.

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Backstab Talent You can backstab enemies using a dagger and knives. The Human race works a little better due to the high initiative which allows you better positioning.

You only need to develop vitality and initiative modifiers to make a great character out of an Elf. So far my testing wasn't a success, damage is lacking compared to my archer (original character, elf, glass canon), or my warrior (Fine, two handed weapons), and by a lot, these two basically carry all fights (last member is Lose on a support build, hydro sophist/romancer)I tried to go on Finesse+ some wits, it's meh. Tryed to go wits+ a bit of finesse for armor, since scoundrel gives you higher CRT damage, meh too.

It adopts such staple TT RPG features as a broad range of abilities, endlessly customizable armor and attire, and a tone that carefully walks the line between high fantasy epic and goofball comedy (the natural endpoint for every Dungeon & Dragons campaign). Digital D&D is a difficult goal by any measure, but Original Sin 2 manages to nail the feeling and fun, building on it with an incredible range of customization options.

Given the Scoundrel skills that allow cloaked teleportation ability, it is especially helpful to target ranged combatants; the worst-case scenario is that they are forced to displace, sometimes costing the opportunity to shoot at the party, the best is that a threat has been completely eliminated. The exceptional mobility provided by the class makes them uniquely suited to maneuvering around enemies to get the big pop of extra damage from a backstab.

Rogues can also be quite effective at a distance, but many scoundrel skills rely on being up close, so it can be wise to just keep a ranged weapon on hand for a tight situation. On top of the starting skills of Adrenaline, Throwing Knife, and Backlash, some solid early picks for the Rogue are Gag Order and Rupture Tendons.

rogue wow vs feral pvp sensus
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Justin is currently preparing to begin a PhD in English at York University, where he plans to shoehorn pop culture references into otherwise serious academic texts. Divinity: Original Sin 2 is in full swing, and one of the major issues players are having with the game is Builds.

The Assassin is a hybrid Rogue & Ranger Build that uses Daggers and Bows to deal massive damage to its enemies. Assassins can pull this off because Finesse is used to determine the damage to both of these weapon types.

Although it costs AP to swap Weapons, you will hardly notice it in Lone Wolf, and we can take advantage of Chameleon Cloak’s 2 turns to swap Weapons without losing any AP. As mentioned above Assassins focus on Finesse in order to increase damage with Bows and Daggers.

You’ll want to pump this as high as you can, only placing points into Memory or Wits as necessary (which shouldn’t be much) in Act 1. Assassins can utilize any type of Armour which means they will have a good balance of Physical and Magical, which works well for this Build.

Because Assassins are capable of fighting at range or close combat, this will give them some flexibility to decide how to engage based on the enemies they are facing. Assassins should look for Armour with bonuses to Warfare, Finesse, Scoundrel, Wits and Critical Chance, in that order.

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Knives the Lesser drops the Unique Daggers: Chastity and Abstinence in Fort Joy Prison. If you defeat Dorothy, the Decadent One in the Under tavern of Driftwood you will get Terror bite and Venom bite, which are also very good.

One of the hardest parts about making a Build in Divinity : Original Sin 2 is getting your Abilities distribution correct. The bonuses you gain from Abilities in this game are somewhat different from the original, so it’s easy to see why people can get confused.

Has a short range, so get up high to help improve that if you need to use it on a teammate. Use it to get up high to get increased damage with Bow attacks, or to jump into the fray when you are ready to melee.

Hopefully this will give you enough AP to kill another target, but if not hit Adrenaline and finish it off and then use Chameleon Cloak. This will give you 8 AP on the start of turn 3, and you won’t need to move.

It’s a good idea to swap Weapons while cloaked as well, so that you don’t use valuable AP during a turn you will attack. Mortal Blow is your big finisher and can be used to kill even the hardest targets in the game.

divinity sin teleporter fort joy walkthrough ii
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If you don’t think you can kill your target with one Mortal Blow, try to soften them up with your Bow first. You can play this Build at a party using the Glass Cannon Talent, but you will need to ensure that you have the highest Initiative on your team if you do this.

I also suggest if you do this that you take the What a Rush Talent and keep your Health just under 50% to keep this active at all times. As mentioned above, Marksman’s Fang and Sawtooth Knife can be an extremely deadly combo if used together on a single target.

It might be a good idea to leave the target you hit with Marksman’s Fang alive, if you’ve already gotten an Executioner bonus, so that you can easily finish them the next turn with Sawtooth Knife. Lastly, you can swap from Daggers back to Bow for only 1 AP, which is great for picking off stragglers after you have jumped in and “assassinated” the main group.

Often on turn 4 I can’t reach a mage or archer without moving, so I just swap to Bow and Ballistic or Sky Shot them and that’s that.

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