Scouts vs Fighter

Dr_Chill

Fighter
I am looking for pros/cons versus playing a scout versus a "straight" class light a fighter. Is it a good idea to mix/match backstabs and profs? What have been people's general experience with the scout class? Thanks!

-Ryan
 
Dr_Chill said:
I am looking for pros/cons versus playing a scout versus a "straight" class light a fighter. Is it a good idea to mix/match backstabs and profs? What have been people's general experience with the scout class? Thanks!

-Ryan
I currently play a Scout, and I'm pretty satisfied with the mix. I'm still low level (5), but I have a Prof and Backstab. I really like the versatility, you just have to remember that you're never going to do as much damage as the other two classes in their specific field. But if you can get passed that, you should be fine.
 
It really gets good when you can get to level 15 or so. At that point you can have 4 profs and 2 back stabs, Swing for 6's from the front or 10's from behind and have 2 Parry's and 1 Dodge.

Compare that to equal level fighter or rogue. They are possibly doing 8's from the front (fighter) or 14's from behind (rogue) but as a scout being able to toe the front line and have decent damage (5+) and evades/dodge's in addition to Parry's and whatever is really sweet.

Until at least level 10 when you can have 2 of each prof's and backstab's its hard to compare the numbers because scouts really don't get much nice stuff since its split up. They suffer from same poor mid level stat issues that Templar and Adept classes suffer from. The other thing that scouts really can never compare with is Slays and Assassinates since those increase in damage separately they will never be close to what a fighter or rogue could deal out for big one swing damage.

As far as the backstab and prof build progression I would do 2 at once. So get your first 2 profs, then get 2 backstabs and so forth. The reason is that the best skills, (Parry, Dodge, Slay, Assassinate) are all dependent on having two either profs or backstabs.
 
Eh. Go rogue or fighter straight up. Scout suffers from not being a real upgrade to either, but rather wallowing in indecision as to what sort of combat it wants to be used for.

144 build for 4/4 as a Scout, or 150 build for 10 profs or backstabs as a straight class. This leaves the Scout swinging (assuming all profs in one hand) +4 from the front, and + 12 from the back, versus +10 from the front or +20 from the back in either normal class. This doesn't seem like a terrible trade-off until one considers the difference it will make in the couple years of events it will take to get that build. At least the casting hybrid classes can make up for their slowed progression in both arts via scrolls and the overwhelming power of spell effects. Taking the alchemy to match as a Scout will just make the break-even point even later.
 
I had a scout for a long time, but came into him at around 17th or 18th level (that was when the class came into existance) so I have a skewed view on it. It has the same drawbacks as any of the other hybrid classes (templar adept) at low levels, so you'll never be as good as the pure classes at their particular speciality. I will say that you should decide not so much on "OMG it'll be so cool that I can do this by 10th level" but "I envision my character as being the type that would do that". If you see your character as not so much a toe-to-toe front line tanker but more of a flanker who works with tank fighters alot, but still needs to be able to fight his way out of solo encounters sometimes, scout is great for that. If you are the type who is gonna wanna get in people's grills all the time, not so much. Or, if you are the kind who wants to make slashing attacks along the enemy's rear while your friends are getting in their grill, then straight rogue is hella sexy. Can't emphasize enough, though, pick your class to match up with the kind of character you want to be, not the way you can get the maximum anything for your build.
 
I've considered scout vs. fighter before. To me it seems like a question of offense or defense. As a fighter I'd take profs, parries, and slays. As a scout, it'd be profs, backstabs, evades, dodges, and parries.

The fighter would have much better offense and only give up a little defense. As a fighter I'd be able to swing big damage and have 5 or 6 big slays. If I could get a spell parry item I'd have both weapon and spell defense. Otherwise the fighter has only weapon defense. The scout with dodges would also be able to avoid gas packets and the occasional spellstrike oblit or whatever.
 
Some times swinging 15''s/20's is enough just as good as a stacked defense. It scares the crap out of them.
 
Damn! Thats a lot of build!

I guess either way you have to sink a large amount of build before you get the "toys."

I am looking to create a character that is not going to be a front-line fighter, but more of a mid-line skirmisher that can jump to the front in case to keep the "squishies" safe. But am questioning whether the templar/scout/fighter class would be best...
 
Hey Ryan,
Does this mean I'm not going to be seeing good ol' Dure'dhel in the new South Mn game? :(
 
Dure'Dhel will be around, but not as often as the alt that I am conceptualizing. I wanted to start off from scratch with a new character; new chapter, new character.
 
If you want to be a mid-line battler I'd suggest a scout. They can jump in there for a little bit, and they get quite a bit better body points than Templar's or Adept's. In fact only fighters get better body, and if your not worried about being on the front lines all the time and you have archery you'll probably feel golden.
 
Dr_Chill said:
Dure'Dhel will be around, but not as often as the alt that I am conceptualizing. I wanted to start off from scratch with a new character; new chapter, new character.

Glad to hear it! Tazoulti will also be around. But, I too have been wondering what to do in the new campaign character wise myself. Particularly after my couple of months stint in the hospital last year, I've had many second thoughts about the safety* of my being a front line fighter and have been considering alternative ways of how I can continue to participate IG without becoming a proverbial pain-in-the-butt... Such as toying around with supporting kind of character ideas - say along the lines of a Scout or Scholar. {shrugs}

[*Not only for myself, but more importantly for the others in the game - I don't want my loused up coordination and lack of running/walking ability to turn into a tripping (or movement) obstacle for the other players & NPC's.]
 
Actually, if you like being a fighter they are almost the best class to play as a slower player. Because the thing is that they can take the damage so its better for them to "be in the way" to get hit and all. Honestly if your worried about moving slower being a fighter can be great. Generally in my experience its the faster people that end up tripping, or end up being tripped over because folks don't know where they are, not the others. ;)
 
Hmm, I'll have to consider that. I used to play Taz in a "Flinger and the Blob" by usually switching between blob & flinger as the flow of battle dictated - but If I could figure out how to get a hold of some lightweight equivalent to plate armor, (my strength isn't what it used to be since the hospital...), perhaps I could just stick to being a Blob. But actually doing it is the only way to know for sure! :|
 
Honestly I love scouts. Its massive versatility means that you still do good damage, and have the ability to flat out say "No" to any one with a weapon. You can fill in on a line fight if you need, and you are a serious force out with a small group. And i feel that with the rumors going around with the new rogue skills... well you should pick up archery. However, they have the same 'gap' that all split classes have, that point where you are just not up to par with everyone else at your level, but before and after that gap you are a good class to have around.
 
In the new rules, class is always determined by the cheapest build set-up your selected skills would allow. This way, you can level as a Fighter or Rogue then "hybridize" at your own pace. I see the big difference leveling up is more survivability and reliability (armor and profs) versus tricks and advantages (alchemy/waylay and backstabs.) As a Scout, you'll have a lot of melee defensives to make up for your lesser damage and increased build costs.
 
Libras said:
In the new rules, class is always determined by the cheapest build set-up your selected skills would allow. This way, you can level as a Fighter or Rogue then "hybridize" at your own pace. I see the big difference leveling up is more survivability and reliability (armor and profs) versus tricks and advantages (alchemy/waylay and backstabs.) As a Scout, you'll have a lot of melee defensives to make up for your lesser damage and increased build costs.

Not nessasarily, you can choose any class you qualify for, (perhaps for the body, or because you picked up read and write early on and don't want to be a templar)
 
Lurin said:
Libras said:
In the new rules, class is always determined by the cheapest build set-up your selected skills would allow. This way, you can level as a Fighter or Rogue then "hybridize" at your own pace. I see the big difference leveling up is more survivability and reliability (armor and profs) versus tricks and advantages (alchemy/waylay and backstabs.) As a Scout, you'll have a lot of melee defensives to make up for your lesser damage and increased build costs.

Not nessasarily, you can choose any class you qualify for, (perhaps for the body, or because you picked up read and write early on and don't want to be a templar)
I was not aware of that, thanks for the tidbit. :)
 
Anyways, with the new rules on Archery. A scout can totally keep up in the damage game. 4 profs + 2 stabs leaves you swinging 10's from behind, 6's from the front. And shooting 11's with a longbow. Now that's just sexy... :D
 
Or 12s with a Heavy Crossbow...
 
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