
You probably won't need nearly this many. I took many more skills than is strictly needed. Parry Master - 10% chance to block when dual-wielding. Opportunist - AoO's whenever enemies try to leave my areaĭuck Duck Goose - So enemies cannot use AoO's on me Polymorph was for Chameleon Cloak, and once I had that, the extra utility from certain other skills was nice. That's fair, but I was going for a Dodge-based build instead of a pure damage build. The forum will say that you should put 10 into Warfare and only enough into Scoundrel for your skills. The 4 points into WIT were for secret finding and initiative, but it probably was a waste to put them there since the critical chance isn't that useful for a Rogue.Ĭivil Ability: Thievery (5). The single point into CON probably didn't do much for me after level 8.

Your build might not need as much at that point. The points I sunk into MEM were a sacrifice of damage (from FIN) in exchange for the greater utility having more skills available offered me. Here's what my build looked like at level 15: My build is in no way optimized or min-maxed, so keep that in mind. So keep in mind that my build could have been done better, and I also kept a handful of unspent points in reserve in case of indecision or sudden necessity. I might be a bad example, because I went a little Jack-of-All-Trades with the Rogue since I also put points into Polymorph. That is a great idea, this build may not have the highest damage but it can strip armor and inflict lots of poison and slow, with a team of physical attackers it is great synergy.Originally posted by Eidam:Really interested in this build - can you share how many points you put in everything? Not an efficient combo to use, but its fun.Īlso, fun fact, since damage travels from the Shackles caster to the target, its possible to find enemies with 90% resistance to an element, shackle them, then friendly fire a teammate that casts shackles on them to kill an enemy with an element they're resistant to just for fun. It can even crit you and them for more damage. Since you hurt yourself with Reactive Armor, its possible to double the damage by being shackled to the enemy and hitting them and yourself with the attack. Use them alongside Shackles of Pain to deal massive damage to an enemy. I'd recommend Reactive armor and Bone Cage spells as well.

Melee magic isn't the most effecient thing ever, but It can be a fun RP build. Originally posted by Chaoslink:Sounds like a decent enough idea. This is built around recruiting Fane and not starting with him, but since you can recruit him before level 2 it makes building him easier. Torturer, Hothead, and Executioner are also some solid choices. Talents: Elemental Affinity, Living Armor, Opportunist, and Savage Sortilege. Warfare: Battering Ram, Battle Stomp, and Whirlwind Necromancer: Blood Sucker (just because Inquisitor starts with it) Mosquito Swarm, Shackles Of Pain, and Silencing Stare. Planned skills are Geomancer: Contaminate, Fortify, Fossil Strike, Poison Dart, Corrosive Touch, Oily Carapace, Turn To Oil, Impalement, Poison Wave, Earthquake, Corrosive Spray, and Pyroclastic Eruption. Planned playstyle is to rush in and poison everything with contaminate and then destroy the physical armor, with high geomancer fortify will give lots of physical armor allowing the use of int armor in this build (in theory), The plan for this build is to go pure int and max out geomancer, weapon is a staff so he can still use warfare skills, a point in polymorph would also work, letting you use Turn To Oil and Oily Carapace combo, that and bull rush is good on all melee builds.

The starting skills Inquisitor has is fine for starting this build out. Started with Fane as a Inquisitor, than at reaching level 2 i gave him a point in geomancer, Thought of this build after looking at corrosive touch and spray.
