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Hello everyone !

So, in trying to conceive a good build for my character (for when I actually buy the game, scraping as much cash as I can get). I was thinking of making a Rogue, one that uses dual sabres and firearms; now, I've seen a lot of character creation videos so far and it seems like the standard way to go is to invest in Might, Dexterity and Perception.

Thing is, I want to role-play a bit (as it's sometimes the issue), and I like the idea of a character with a lot of resolve, however, I'm worried about my accuracy since I won't be investing in perception, and I'm also wondering if resolve has a lot of bearing on dialogue or interactions, much as putting points in the persuasion skill had incredible effects on the Arcanum (for those who played it).

Thus, I wanted to know if a M:16, C:08, D:18, P:10, I:10, R:18 is a viable, reasonable build.

Any help is greatly appreciated, no spoilers please since I haven't bought the game yet :(
Post edited January 17, 2016 by Feliciano2040
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Feliciano2040: Hello everyone !

So, in trying to conceive a good build for my character (for when I actually buy the game, scraping as much cash as I can get). I was thinking of making a Rogue, one that uses dual sabres and firearms; now, I've seen a lot of character creation videos so far and it seems like the standard way to go is to invest in Might, Dexterity and Perception.

Thing is, I want to role-play a bit (as it's sometimes the issue), and I like the idea of a character with a lot of resolve, however, I'm worried about my accuracy since I won't be investing in perception, and I'm also wondering if resolve has a lot of bearing on dialogue or interactions, much as putting points in the persuasion skill had incredible effects on the Arcanum (for those who played it).

Thus, I wanted to know if a M:16, C:08, D:18, P:10, I:10, R:18 is a viable, reasonable build.

Any help is greatly appreciated, no spoilers please since I haven't bought the game yet :(
For role-playing purpose the Resolve is more than OK, you could reduce it to 16 and still getting many things. The low con is going to give you a nightmare in the early episodes.
For me, rouge with medium dex, and medium-high perception with extra speed is my way to disable casters, but I have use the npc not for my main character.

By the way, you could try first one of the unique classes like the chanter and the cipher and use a custom mercenary for testing your rouge building.
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Feliciano2040: Thus, I wanted to know if a M:16, C:08, D:18, P:10, I:10, R:18 is a viable, reasonable build.

Any help is greatly appreciated, no spoilers please since I haven't bought the game yet :(
You have to work pretty hard to make a character in Pillars that isn't viable on most difficulty settings. Not because the game is easy, but because it's well designed.

Resolve is indeed one of the stats that has the most effect in dialog, it's also a great defensive stat. Your stat choices would be ok, but I would balance it out a little more, bump up your CON so it's out of negative penalties and increase your PER at the expense of some DEX or INT if you want to leave your RES at 18. INT is a decent dump stat for Rogues, since they don't AoE and the duration bonus' from high INT doesn't help them all that much.
Thank you both guys.

What about Firearms ? Should I invest a little bit on Perception to increase accuracy ? Should I invest a lot ? Or can I very well compensate with just accuracy increasing talents ? If so, will Weapon Specialist (Ruffian) do the job or will I also need something like marksman ?

If the latter was the case, then which talents would you consider the best for dual sabre / pistol or blunderbuss combo ?
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Feliciano2040: Thank you both guys.

What about Firearms ? Should I invest a little bit on Perception to increase accuracy ? Should I invest a lot ? Or can I very well compensate with just accuracy increasing talents ? If so, will Weapon Specialist (Ruffian) do the job or will I also need something like marksman ?

If the latter was the case, then which talents would you consider the best for dual sabre / pistol or blunderbuss combo ?
The ruffian's weapon are my favorites, you has the different type of weapons plus pistol (and the rapiers are good weapons), however, is simple, with your low score you will die fast, so you need to be sure to hit often. Marskman and gunner are useful if you rouge will be fighting from far only (and with your low cont is not a bad idea), otherwise Superior Deflection and the move speed are good candidates (or anything that improves your speed attack).


By the way, following my original idea you can try your PC rouge plus an NPC as rouge totally focus to combat for comparison (actually, I'll do this)
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Feliciano2040: which talents would you consider the best for dual sabre / pistol or blunderbuss combo?
An issue with Rogues is that they have a lot of excellent class specific talents to choose from, you won't have many left over feats to spend on buffing two different weapon sets. Weapon Focus: Ruffian is essential because it buffs both weapon sets you plan on using.

Firearms are extremely slow but high damage weapons, so you really want them to hit when you fire. I'd spend a little more on Perception in addition to taking ruffian weapon focus.

Belsirk pointed out some good buff feats, Two Weapon Style will benefit your Sabres, Quick Switch is nice if you find you're switching weapons a lot mid-fight. I wouldn't waste a feat on move speed though. Boots of Speed are pretty much best in slot on any type of rogue and will take care of all your movement speed needs in combat once you get a pair.
Post edited January 18, 2016 by MikeMaximus
I could easily change my planned Constitution score if it's too problematic, I only thought it was meaningless to substract two points considering I wasn't playing a tank class. Thus I think I could easily play something like this:

M:16, C:10, D:16, P:12, I:10, R:16

About the talents, I do worry I might not get a lot of the rogue specific ones, I'd deffinitely like to get at least Shadowing Beyond and perhaps take a pass on Marksman, though I worry about it being redundant if I already have points in stealth, SO MANY CHOICES !
Post edited January 18, 2016 by Feliciano2040
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Feliciano2040: I could easily change my planned Constitution score if it's too problematic,
You can stick with 10, I just didn't think you should make it harder for yourself with your first character.

IMO high constitution on classes with low base endurance doesn't help all too much. If you get focused on you'll get splattered regardless.
My first walkthrough (Normal) was with melee-rogue, i am against min-maxing (as it is not Baldur's Gate) and my char was great example of it. Also the game-mechanic was not known very well then so my char was
M15, C12, D15, P16, I10, R13. With some items it was 17,14,16,17,10,15 and it was enough to unlock most of dialogue options (later in game lot of them is based on Perception!). Also the great thing is that now You can restat Your character during gameplay (in any shop!) so don't be afraid to experiment ;)
As for weapons - rogue is way better with Dual-wield than with firearms(which are slow) and most of rogue damage dependson melee-backstabbing. The only thing that may be hard is positioning bcs of weak pathfinding in this game.
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Skladzien: Also the great thing is that now You can restat Your character during gameplay (in any shop!) so don't be afraid to experiment ;)
What about cost/penalty and if so, does it increase everytime you do it?
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Skladzien: The only thing that may be hard is positioning bcs of weak pathfinding in this game.
Did updates at least improve it?
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Nirth: What about cost/penalty and if so, does it increase everytime you do it?
The cost is based on the character level only and there's no penalties. The cost is only an issue at the start of the game, it's pretty cheap.

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Nirth: Did updates at least improve it?
A little, but it's still not the greatest The issue I have with the game is that the collision area between characters seems to be too large. When it looks like a character should be able to walk past another to reach something, they can't. It's a pain in the ass when you have a lot of melee party members.
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MikeMaximus: The cost is based on the character level only and there's no penalties. The cost is only an issue at the start of the game, it's pretty cheap.

A little, but it's still not the greatest The issue I have with the game is that the collision area between characters seems to be too large. When it looks like a character should be able to walk past another to reach something, they can't. It's a pain in the ass when you have a lot of melee party members.
Thank you, that's good to know.
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Nirth: What about cost/penalty and if so, does it increase everytime you do it?
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MikeMaximus: The cost is based on the character level only and there's no penalties. The cost is only an issue at the start of the game, it's pretty cheap.

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Nirth: Did updates at least improve it?
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MikeMaximus: A little, but it's still not the greatest The issue I have with the game is that the collision area between characters seems to be too large. When it looks like a character should be able to walk past another to reach something, they can't. It's a pain in the ass when you have a lot of melee party members.
Is not the collision area but the interpretation of the "Danger zone", you move that area the enemy got a free attack, in the default setting, once a character is in this area will stop and fight. You can disable it, but then... then you will truly considers the "Run fast" and the "Disengage defense" a lot :P
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MikeMaximus: The cost is based on the character level only and there's no penalties. The cost is only an issue at the start of the game, it's pretty cheap.

A little, but it's still not the greatest The issue I have with the game is that the collision area between characters seems to be too large. When it looks like a character should be able to walk past another to reach something, they can't. It's a pain in the ass when you have a lot of melee party members.
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Belsirk: Is not the collision area but the interpretation of the "Danger zone", you move that area the enemy got a free attack, in the default setting, once a character is in this area will stop and fight. You can disable it, but then... then you will truly considers the "Run fast" and the "Disengage defense" a lot :P
Yeah, especially when Your mage and archer stand 50 yards away from enemies and your warrior can't get past them to reach first line because there is "only" 5 meters space between them... So where is this "Danger zone" if closest enemy is 50 yrds away?
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Belsirk: Is not the collision area but the interpretation of the "Danger zone", you move that area the enemy got a free attack, in the default setting, once a character is in this area will stop and fight. You can disable it, but then... then you will truly considers the "Run fast" and the "Disengage defense" a lot :P
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Skladzien: Yeah, especially when Your mage and archer stand 50 yards away from enemies and your warrior can't get past them to reach first line because there is "only" 5 meters space between them... So where is this "Danger zone" if closest enemy is 50 yrds away?
Mmm, maybe we are speaking different things after all
Let try to see that scenario, you have your mage and archer and your warrior behind them, with a lot of distance.
Are you saying that if the warrior are behind your mages they can't pass them without doing long paths ? I don't remember that from my games, except with very small passages but only at the beginning not now with expansion.

What I remember is that if you want your warrior to bypass the enemy's front line for going by the mage, he will stop as soon got in the "danger zone" (has a specific name but I don't remember it), and you will be forced to click again (with the default setting). But will happens the same with the bad guys.