So, I know I'm spamming this threads but hey, I want to learn! Anyway, I was thinking what it would be good Rogue scientist and Throwing Weapons or Rogue Scientist and Clockwork Knight. Att he moment I used a build that I found here but I want something that suits my playstile
Come on man, this was three threads from the top of this subforum. Rogue Scientist is basically a mage that uses cooldowns instead of and , , and instead of . Use Tinkering and Alchemy to both increase Rogue Scientist's power and create armor, weapons, bolts and potions of healing (and some other stuff for utility.) Perception gives extra eyesight (it's an entirely long range build) and everything you need for your crafting. Archery works well with all the bolts you'll be crafting. That's really all you'll need, so you have 2 slots left over to play around with. The pet you get at Fungal Arts 1 might be nice.
Side note: in such a craft heavy build, you might want to install and use these mods: Extra Potions, Advanced Craft'n'Smelt, and Traps Into Components. Oh, and try Paranormal Investigator as one of those two extra skills I mentioned.