Posted March 15, 2016
I started a new game in tactiction mode with 2 lone wolfs - a rogue and a fighter. Had never tried a rogue, just got into Cyseal and loved the backstab mechanic with the 3 fights before I got there. Key to this build though, is also the use of grenades - especially the smoke grenade, as at the start of battle I can throw one at our feet and the ranged enemies are forced to come within melee distance as they can't shoot us - which is perfect for both my fighter and dual dagger weilding rogue. I did one thing different with my fighter that I normally wouldn't do - I added 1 point in Geomancy so he could summon a spider from the start.
So my questions:
1. How does one craft a smoke grenade? I know "empty canister" is one ingredient but can't figure out the other.
2. Since I'm dual-wielding, is that standalone for my weapon strength or do I need "single-handed" as well?
3. What's the most important for vendor prices - barter, charisma, or reputation?
3. What is the most important stat for rogues? I read that DEX didn't help much other than requirements to wield later game weapons, but not sure about this. I know high INT for wizards makes their spells recharge faster, and for warriors high STR increases their man-at-arms skill damage, is a high DEX for rogues similar to the high STR for warriors? As in, it would increase the scoundrel skills damage (the ones that do damage).
4. At what number of points do the abilities max out at? 6 for weapons and 5 for everything else?
5. Tenebrium. Should the crafter have 5 (or 6 since its under weapons?) and no one else needs more than 2?
6. Since neither class has healing (man-at-arms does, but doesn't refresh fast enough - like hydrosophist does - in battle so I went with a different skill) I'll be relying food and potions in battle. I've read the Talent leech can be good - worth it?
7. Speaking of talents - I know my rogue would benefit from the "avoid opportunist" attacks talent, "pinpoint" for grenade throws, but not so much "gorilla" - as good as it sounds, I rarely use sneak and instead use invisibility. Unless the bonus counts for invisibility too?
8. Are pickpocket, sneak, and lockpick really worth it? I've heard pickpocket wasn't very good, sneak (in battle) costs 5 AP now with the EE no matter your sneak level, and lockpick you can usually just find a key or use blunt force and repair the weapon. Plus there are items that can increase these if you really need them. Maybe sneak would be worth it since the "haste" skill only costs 2 AP, and late game when I figured out exactly what attributes to raise to have a ton of AP. But that leads into the question about "best attributes for a rogue". Is Speed the best?
9. This is an open-type question - strategy of character growth. I am having my fighter handle the crafting and blacksmithing duties and leadership, and my rogue is handling barter, charisma, lucky charm, and lockpicking. Telekinesis is not important to waste any points on as the only place you really need it is for that roped off chest in Cyseal on the docks, and it only takes 3 points to move them which can be gained with 2 rings and an amulet. I know not to put very many points in these, as you can craft or find items that will bring each up to 5 when you need them, and you can focus on weapon and defense with points, then start trading in points for attribute points which is more important (I think from that imp demon at the end of time if I remember correctly). Am I correct in thinking this way?
Wow, sorry, I didn't intend on so many questions when I started this.
Questions 1 and 3 are the most important to me, as 1 is going to be my primary strategy, I figured out all of the grenade recipes except smoke on my last play, and cannot find it anywhere on an internet search. And 3 - this is my 3rd restart on this build combo after realizing I had wasted points on unnecessary abilities, and really want to get the vendor thing right this time.
Thanks for your time, this is an awesome upgrade to this game!
So my questions:
1. How does one craft a smoke grenade? I know "empty canister" is one ingredient but can't figure out the other.
2. Since I'm dual-wielding, is that standalone for my weapon strength or do I need "single-handed" as well?
3. What's the most important for vendor prices - barter, charisma, or reputation?
3. What is the most important stat for rogues? I read that DEX didn't help much other than requirements to wield later game weapons, but not sure about this. I know high INT for wizards makes their spells recharge faster, and for warriors high STR increases their man-at-arms skill damage, is a high DEX for rogues similar to the high STR for warriors? As in, it would increase the scoundrel skills damage (the ones that do damage).
4. At what number of points do the abilities max out at? 6 for weapons and 5 for everything else?
5. Tenebrium. Should the crafter have 5 (or 6 since its under weapons?) and no one else needs more than 2?
6. Since neither class has healing (man-at-arms does, but doesn't refresh fast enough - like hydrosophist does - in battle so I went with a different skill) I'll be relying food and potions in battle. I've read the Talent leech can be good - worth it?
7. Speaking of talents - I know my rogue would benefit from the "avoid opportunist" attacks talent, "pinpoint" for grenade throws, but not so much "gorilla" - as good as it sounds, I rarely use sneak and instead use invisibility. Unless the bonus counts for invisibility too?
8. Are pickpocket, sneak, and lockpick really worth it? I've heard pickpocket wasn't very good, sneak (in battle) costs 5 AP now with the EE no matter your sneak level, and lockpick you can usually just find a key or use blunt force and repair the weapon. Plus there are items that can increase these if you really need them. Maybe sneak would be worth it since the "haste" skill only costs 2 AP, and late game when I figured out exactly what attributes to raise to have a ton of AP. But that leads into the question about "best attributes for a rogue". Is Speed the best?
9. This is an open-type question - strategy of character growth. I am having my fighter handle the crafting and blacksmithing duties and leadership, and my rogue is handling barter, charisma, lucky charm, and lockpicking. Telekinesis is not important to waste any points on as the only place you really need it is for that roped off chest in Cyseal on the docks, and it only takes 3 points to move them which can be gained with 2 rings and an amulet. I know not to put very many points in these, as you can craft or find items that will bring each up to 5 when you need them, and you can focus on weapon and defense with points, then start trading in points for attribute points which is more important (I think from that imp demon at the end of time if I remember correctly). Am I correct in thinking this way?
Wow, sorry, I didn't intend on so many questions when I started this.
Questions 1 and 3 are the most important to me, as 1 is going to be my primary strategy, I figured out all of the grenade recipes except smoke on my last play, and cannot find it anywhere on an internet search. And 3 - this is my 3rd restart on this build combo after realizing I had wasted points on unnecessary abilities, and really want to get the vendor thing right this time.
Thanks for your time, this is an awesome upgrade to this game!
This question / problem has been solved by Raze_Larian