Someone somewhere around here at some point was telling all about how rogues suck. I'd have to disagree.
I've been playing a double rogue party for a good ways through the game now, and for the most part it's actually been easier than with a more combat oriented party.
A rogue cannot be played as a warrior in any way, so much should be taken as obvious, they just don't have what it takes to take a beating. They're the ultimate team players; to play them properly you'll also need a strong tank, with threaten active in all combats and taunt ready for use whenever needed, and a mage with strong crowd control skills.
The thing with a rogue is, it's all about 4 things:
1) Sneak
2) Backstab3) Poison/Grenades
4) Traps
Maybe even lockpicking, some good money in that; a rogue will have little to no use for conventional combat talents when played right (AFAIK, you can't get backstab bonuses for melee talents; a rogue in a backstab position might deal reduced damage with a talent compared to a basic backstab, someone shoot me if I'm wrong though).
*Momentum is great though, since it only increases your attack speed. Faster stab = win.
So, point #1.
Lack of sneak talents makes a vanilla, start-out Leliana, fairly lousy: a rogue's part in the team is very much sneaking around, disarming traps before the rest of the team moves in, and the sort.
But also sneaking up to enemy spellcasters and archers, ready to stab them up in the first seconds of combat.
For a double rogue team this works particularly well; place them on opposite sides of the target, then throw in some Dirty Fighting with one of them, let it take effect, and start stabbing. If the target doesn't go down fast enough, throw in a DF from the other rogue as well.
It's sweet, whichever way the target turns, it'll still get stabbed for massive damage.
I tend to simultaneously order Morrigan to cast sleep on the crowd and move in and taunt 'em all with Alistair; in bigger fights it's pretty much required, or the stab team will drop quickly.
Level 3 sneak is a must have, so you'll have a chance of escaping even if your tank can't get all the aggro or the crowd control doesn't work well enough, and assassin spec is a bonus, for the bonus stab.
#2
Well, pretty much covered in the previous point, but I'll still say it; a warrior you can just throw in, and if you've got all the hack-n-slash abilities triggered at the nearest enemy, you can expect to get some results.
A rogue needs to be micromanaged, positioned in a backstab angle.
Failing at that, you're going to wind up with a second-rate warrior. Succeeding, methinks you can out-DPS most warriors on the average over a prolonged fight; later in the battle everyone's low on stamina, and warriors thus low on DPS, but that's no hindrance to backstabbing.
#3
Wub Zev for the 3rd level poison skills. If you pick up enough grenade recipes and make sure to stock up on ingredients (corruptor agent, flasks, and some of those pesky minerals mostly), you can seriously load up a rogue to deal mass damage.
Certainly others can learn basic poison skills for the grenade use as well, but rogues have the advantage of sneak (though in wide-spread, archer infested encounters that bonus is kinda nil); a rogue can toss in
AoE damage while the enemies are standing in the original parade arrangement.
So, if you've got, say, acid grenades, fire grenades, and electricity grenades, and two rogues, that makes a maximum of 2 grenades of all types that you can toss in the first few seconds of combat, 6 grenades total. And what's that? That's cheap-ass mass damage, that's what it is.
Particularly wonderful against yellow-titled wizards who may have too many HPs to go down fast enough to pure stab-damage.
#4
In the
BG series, traps are relatively rare, but devastating. In DAO, traps are scattered everywhere, but few of them pose much threat by themselves. But they're pretty damn annoying, I think you'll agree. The last thing you want to see in the middle of a big fight is your healer suddenly turning her gaze to the ground and trying to yank her foot free from a silly claw-trap.
So yeah, I think it's worth it putting some skills into lockpicking, as that's what works for traps too AFAIK, you won't lose much, and it might save you a few reloads. And get you some little cash and equipment, which you'll need if you're going to keep your grenade stores on par with the demand. .p
And yes, at 2nd level sneak you can disarm stuff while stealthed. Hooray for progress. o_o
So, umm, yeah.
Sure, some of the forced ambushes and especially chaotic mass melees (back alley justices and the sort) may be a little bit tougher, but me being a hater of enemy traps, archers and spellcaster most of all, I think the bonuses outweight the penalties. ^^
Edited by WeeRLegion, 16 November 2009 - 10:28 PM.