The hits that keep on hitting

Dragon Age Origins Rogue builds


Rogue abilities are just open to the rogue course in .

Dirty Fighting tree

Activated
Range: Individual
Activation: 25
Cooldown: 25s
Needs: 10 dexterity
The rogue incapacitates a target, which takes no harm through the attack it is stunned for a few days.
Passive
Requires: Level 4
Requires: 14 dexterity
The quick-stepping rogue can more easily outmaneuver opponents, giving a larger flanking perspective that produces backstabs much easier to attain.
Passive
Needs: Amount 8
Needs: 18 dexterity
Whenever a target is incapacitated, the opportunistic rogue strikes in which it hurts the essential, inflicting automatic backstabs against stunned or paralyzed targets.
Sustained
Range: Personal
Upkeep: 40
Weakness: 5percent
Cooldown: 300s
Needs: Degree 12
Requires: 22 dexterity
The rogue collapses during the enemies' legs, causing all of them to get rid of interest and look for various other goals before rogue provides within the ruse.

Below the Belt tree

Activated
Range: Personal
Activation: 25
Cooldown: 15s
Requires: 10 dexterity
The rogue provides a quick and unsportsmanlike kick toward target, working regular fight harm as well as imposing charges to defense and movement speed unless the goal passes a physical resistance check.
Activated
Number: Individual
Activation: 25
Cooldown: 15s
Needs: Degree 4
Requires: 14 dexterity
The rogue tends to make a swift attack at a susceptible location regarding the target, dealing typical damage but gaining an added bonus to armor penetration.
Passive
Needs: Amount 8
Requires: 23 dexterity
The rogue has a keen attention for weak places, and thus gains a plus to vital window of opportunity for all attacks. Furthermore, if rogue's cunning score is more than power, sharpness of head lets the type make use of the cunning modifier to affect attack damage instead of the power modifier.
Passive
Requires: Level 12
Requires: 35 dexterity
The rogue gains a practically preternatural capability to feeling and get away from danger. This skill grants a one-in-five potential for evading a physical assault, including becoming stunned or knocked down.

Deft Hands tree

Passive
Requires: 10 cunning
All rogues involve some knowledge of opening locks and spotting traps, but especially dexterous fingers and a steady grip give the personality a plus whenever picking hair or disarming traps. The smoothness's cunning rating in addition contributes to these abilities.
Update
Needs: Amount 4
Needs: 14 cunning
The rogue has taken to holding a complete pair of executes built to beat trickier locks and springtime traps without harm. These resources add a further bonus whenever lockpicking or disarming traps, that your personality's cunning score additionally impacts.
Update
Needs: Amount 8
Needs: 18 cunning
Through practice and research, the rogue has arrived to obtain an encyclopedic familiarity with products built to avoid entry. Knowing the correct way of the job lends the rogue just one more bonus whenever working with locks or traps. The smoothness's cunning score also plays a role in these skills.
Improvement
Requires: Level 12
Requires: 22 cunning
Practise tends to make perfect, and only the most complex hair or sophisticated traps give the rogue pause at this amount of mastery. An additional bonus is applicable whenever lockpicking or disarming traps. The type's cunning rating additionally contributes to these skills.

Blizzard spell reveals traps perhaps not yet detected.

  • Each position with this talent adds ten things to your effective Cunning rating for functions of lock choosing and trap disarming. With an effective score of 70, it is possible to pick every freeze the video game. Put simply, you can easily open every secure the game with a cunning rating of 70 with no ranks in this skill; you can also open up every freeze the video game with a cunning rating of 30 plus most of the ranks with this talent.
  • A Blizzard enchantment can expose traps perhaps not however detected. It shows the "shadow" of a trap, and continues after the spell has actually expired. The trap is certainly not considered detected and will be tripped by characters.

Stealth tree

Sustained
Number: Individual
Fatigue: 5percent
Cooldown: 10s
Needs: 10 cunning
The rogue has actually learned to diminish from view, although perceptive opponents is almost certainly not fooled. Taking any action beyond action, including engaging in fight or using products, will however entice interest. If the rogue initiates combat while still stealthed, initial attack is a computerized critical hit or backstab.
Update
Requires: Degree 4
Needs: 14 cunning
The rogue features learned how to use items while sneaking.
Update
Requires: Amount 8
Requires: 18 cunning
The rogue is stealthy adequate to decide to try sneaking during fight, although at a substantial punishment.
Update
Needs: Amount 12
Requires: 22 cunning
The rogue has actually mastered the art of stealth, getting considerable bonuses on all stealth checks.

Stealth mechanics

Rogues can always enter Stealth away from fight mode. In fight, they may be able hide in shadows, whether they have eliminate Stealth as well as the perception ranks of animals in stealth-perception-range (30 yards) are less than Rogue's stealth ranking.



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