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Eight essential rogue skills?
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<blockquote data-quote="Goobermunch" data-source="post: 891128" data-attributes="member: 10516"><p>Good points all. However, I was given 8 skills to choose from. I value UMD above open locks for the reasons stated. There's one other reason-- I can always make the mage use the wand.</p><p></p><p>As far as the cloak of elven kind, elven boots, and the like are concerned, I like to augment those skills. I use them and max the skills. But I tend to play sneaky rogues.</p><p></p><p>The three detection skills are, to my mind, the most important ones. I take them all and keep them maxed.</p><p></p><p>Tumble is extremely useful because it allows the rogue to both maximize his/her damage dealt and evade damage at the same time. It's the one combat oriented skill I take.</p><p></p><p>Finally, disable device is unique among rogue skills because it does something that casters cannot do-- it allows the rogue to deal with traps. While lateral thinking can allow a wizard to bypass many traps, I haven't seen any spells that allow outright neutralization.</p><p></p><p>The point is . . . I prefer to allow arcane magic to take care of the lock issue because it's easier. When my character has a high enough Int, I may add that skill in as a backup.</p><p></p><p>--G</p></blockquote><p></p>
[QUOTE="Goobermunch, post: 891128, member: 10516"] Good points all. However, I was given 8 skills to choose from. I value UMD above open locks for the reasons stated. There's one other reason-- I can always make the mage use the wand. As far as the cloak of elven kind, elven boots, and the like are concerned, I like to augment those skills. I use them and max the skills. But I tend to play sneaky rogues. The three detection skills are, to my mind, the most important ones. I take them all and keep them maxed. Tumble is extremely useful because it allows the rogue to both maximize his/her damage dealt and evade damage at the same time. It's the one combat oriented skill I take. Finally, disable device is unique among rogue skills because it does something that casters cannot do-- it allows the rogue to deal with traps. While lateral thinking can allow a wizard to bypass many traps, I haven't seen any spells that allow outright neutralization. The point is . . . I prefer to allow arcane magic to take care of the lock issue because it's easier. When my character has a high enough Int, I may add that skill in as a backup. --G [/QUOTE]
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Eight essential rogue skills?
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