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range or melee

Discussion in 'Icewind Dale 2' started by Gorgon, Apr 17, 2003.

  1. Gorgon Gems: 2/31
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    [​IMG] I dont now if my rouge is going to have range or melee attacks? what is best for a rouge?
     
  2. Arutha Gems: 5/31
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    Well, basically it depends what the rest of your party is made of.
    Tactically, a pure rogue has two main uses:
    a) hit and run tactics, making the most of the "sneak attack". That's melee, although not fighter-style.
    b) like magic-users, range support.

    (a) is really fun, but is harder to pull in IWD2 than it was in BG2, esp. ToB where there were tons of potions of invisibility around. Once you've used your sneak attack, you want your rogue to get the hell out of there unscathed. Consider using "haste" on him and when they become available, the "boots of speed".
     
  3. dman18 Gems: 9/31
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    I made my rogue an moon elf then paired him with a bow and he does great. My bard casts invisibilty on him then he goes and uses a dagger to sneak attack someone and the whole set-up works well. Also, make sure that use use most of your feat points on rogue only feats like hamstring, arterial strike, etc. That way you can do cool bonus damage off a sneak attck. In other words I vote melee.
     
  4. Kovalis Darkfire Gems: 13/31
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    [​IMG] Two short swords and a short bow. Aproach combat situations with the bow, "hit and run" for a bit if you want, then pull out your swords and hack them to pieces. That allways worked best for me. Also be sure and take advantage of the hide in shadows skill. If ever you get into a desperate situation(if you have a good hide in shadows skill) you can shoot at them with your bow, hide in shadows, run away for a bit, and repeat the process over and over again. Oh and by the way, I would highly reccomend a multiclass rouge/mage. You can cast a spell, and you can shoot an arrow from your bow immediately afterwards, a very effective combination, especially at higher levels...! So, in short, a combination of both melee and ranged warfare.
     
  5. Aikanaro Gems: 31/31
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    My rogue uses either a bow or a dagger, depending on the situation.

    But then, my rogue often dies...
     
  6. Urgazhi Gems: 10/31
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    when i use a theif, i get the ambidexterity (spelling?) and duel weild 2 daggers. for the ranged, u use a good xbow. if im an elf, its gotta be a bow. :D
     
  7. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    Melee. High dexterity, weapon finesse, two small blades. Especially getting some higher int and switching to ranger after just two levels of rogue is a good idea. Strength 10 is perfectly enough, dex 18, con 16, int 14, wis 10, cha 8 - race human for the additional 1sp/lev (needed) and one more feat at start. Any other class would need more int and 20 dex would require some stat points that could go to con instead. If max hp on, rogue levels bring in 9 hp and ranger ones - 13. With that high dex the character is going to have a decent AC even in only studded leather - thus he preserves the ranger's free dual-wielding and ambidexterity bonus. Improved critical as soon as possible since the regular damage of each of his blows in round isn't really exceptional.

    This way you have a perfectly functional trap/lockmaster (skill maximum points take your total level instead of class level, class core or not matters only in point cost) and a perfectly functional ranger (lagging 1 bab as compared to pure one) - even casting ranger spells, who also is very hard to hit by magical attacks. Loads of HP, fighter's attack rolls rather than rogues - turn rapid shot on and you'll see wonders. Racial enemies aren't that all useful, but well - it's free. If in hof or a small party, you could perhaps add some wizard levels (already high int) for buffs - especially shield and mirror image. If not, well... one barbarian level won't hurt you and you'll get increased movement rate nicely stacking with dash. BTW, I would really like to see that guy hasted :D
     
  8. Master of Nuhn

    Master of Nuhn Wear it like a crown Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    For 'easy to kill' targets I use a short sword or dagger, backstab them for instant death, usually when he's scouting. Having my archers ready when he's fleeing back.
    I prefer ranged attacks for a rogue, though. Bows for elves, darts (and other missile weapons)for Halflings.
     
  9. Kabuki Man Gems: 6/31
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    The +5 Short Sword of Brilliance. Goes through all armor. And a dagger of (Defender, or some such.. )

    If you want a rogue, boost hide and stealth. If you want a theif; lockpick, detect & Remove..

    Rogue = Dagger
    Theief = Bow.

    Short and simple.
     
  10. Skywind Gems: 10/31
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    melee for backstabbing only and run back to the safety of my party and starts using ranged attack. Arterial strike works very good for me as every time the enemy bleeds 1 damage, he will "ouch!" get "stunned" for a faction of sec,hence, giving me enough time to escape. Expertise is also a good feat for rogue, after backstabbing I will activate it to increase armor class so that arrows or swords have lesser chance to hit my rogue while he escape or dodges my wizard's fireball.
     
  11. Erran Gems: 19/31
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    [​IMG] With +6 bow and +5 arrows plus bracers of archery my rogue/wiz is doing more ranged damage with arrows than spells! Most high level monsters have decent magic immunity.
     
  12. Quicho Gems: 6/31
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    I think, that rogue is typical for changing his way of fight. Switching between melee or range is the best he can do. Only ranger should live the same way.

    Of course - my melee characters (fighter, barbarian) start a fight with range weapons (if they can - to do damage without possibility to be hit). This "rule" has exception too - magekiller - he tries to get to a mage without being noticed and then tries to do the most serious damage in the shortest time.

    Rogue and ranger (wiz and monk too, but not so obvious) are good for scouting and the hit and run tactics described above. Rogue is better because of his special attacks (backstab, all crippling attacks, ...) then he/she can escape with (doing melee while) and switch to range (his perfect equipment are boots of speed). But when using battle micromanagement he/she switches to melee again to slink behind fighting opponents and again using special attacks ...

    Rogues are my favorite characters - therefore all my party tactics are based on having a rogue. And SWITCHING melee and range weapons.

    P.S. I don't want to start another thread - about ranger usefulness there is already one - but I see it this way.

    P.P.S. In almost every fantasy world and story (not only Tolkien) are rogue typical for multifighting - if they appear at all.
     
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