Scout

A scout is all about a beautiful balance of mobility, evasiveness, and damage. It's the positioning of a rogue merged with the bravery of a fighter. It's finding the backstabs without backing down when toe-to-toe.

What kinds of things are they good at?

Scouts are excellent for coordinated strikes and battlefield positioning work with allies. Scouts, like rogues, are notorious for "saying no" and being difficult to hit. But also, like a fighter, a scout can square up and hold a line.

What kinds of decisions do you need to make while building one?

The tricks up a Scout's sleeve are less about stat card and more about battlefield awareness. Consider what role you might play in a coordinated strike - will you "pull aggro" and hold center as a "tank"? Or will you sweep and flank to find the gaps in the enemy's lines and spin your opponent around?

Though it may take "fluid classing" or waiting until a higher level to have a fully balanced Scout card, you can begin by "picking a lane" for your damaging options accordingly - leaning more heavily into Martial Skills (e.g. Slays) if you prefer tank, or relying on Stealth Skills (e.g. Assassinates and/or Opportunistic Attacks) if you prefer the speed and surprise work.

Still, largely, your decisions will happen on the battlefield; your Scout stat card can remain streamlined to damage and defensives (always grab the Dodges and Evades!), as you won't need as many combat "tricks" with the mobility and/or teamwork of a Scout.