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Rogue Scientist build

Discussion in 'You Have To Name The Expansion Pack' started by MylesK, Jan 16, 2013.

  1. MylesK

    MylesK Member

    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
     
  2. Nacho

    Nacho Member

    Come on man, this was three threads from the top of this subforum.

    Rogue Scientist is basically a mage that uses cooldowns instead of :mana: and :savvy:, :tinkerer:, and :alchemy: instead of :magic_power:. 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.
     
  3. MylesK

    MylesK Member

    Ups, I didn't saw that x_x. Srry.
    Anyway thank you.
     
  4. Nacho

    Nacho Member