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Imp Init for rogues?
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<blockquote data-quote="drunkmoogle" data-source="post: 1552274" data-attributes="member: 18336"><p>Optimum combat: Rogue is hidden and 20' (30') away from their mark.</p><p></p><p>Surprise round: [Partial] Charge, SA.</p><p>Next round: win Init, full attack of SA goodness.</p><p>Intermission: Other party members help you set up a flank.</p><p></p><p>or:</p><p></p><p>Surprise round: Manyshot.</p><p>Next round: Win init, Rapidshot.</p><p></p><p>The first round of combat is where the rogue's Oomph is at. After that, the rogue's damage potential drops dramatically.</p><p></p><p>If you're a good rogue and take out the weakest link (or have your party focus on the strongest), you've already taken a good third to half of the antagonist's offensive power at the first round. Improved Initiative is insurance to add to your already high init to give you a huge advantage in gaining the jump on someone, preferably the opposing spellcasters.</p></blockquote><p></p>
[QUOTE="drunkmoogle, post: 1552274, member: 18336"] Optimum combat: Rogue is hidden and 20' (30') away from their mark. Surprise round: [Partial] Charge, SA. Next round: win Init, full attack of SA goodness. Intermission: Other party members help you set up a flank. or: Surprise round: Manyshot. Next round: Win init, Rapidshot. The first round of combat is where the rogue's Oomph is at. After that, the rogue's damage potential drops dramatically. If you're a good rogue and take out the weakest link (or have your party focus on the strongest), you've already taken a good third to half of the antagonist's offensive power at the first round. Improved Initiative is insurance to add to your already high init to give you a huge advantage in gaining the jump on someone, preferably the opposing spellcasters. [/QUOTE]
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Imp Init for rogues?
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