When creating a rogue, those aforementioned useful skills come into play from the very start, as the first thing you do is to select four skills to gain proficiency in. Otherwise, you can choose to gain proficiency in acrobatics, athletics, deception, insight, intimidation, investigation, perception, performance, persuasion, sleight of hand and stealth.
It does help to have a good think about the way you think your rogue likes to go about things. Do they climb city ramparts and leap onto rooftops to run away from suspicion? Consider taking some acrobatics and athletics. Are they con artists with the gift of the gab and twitchy fingers? Then grab some proficiency in persuasion and sleight of hand. Of course, with the ability to take four skills you could just build your rogue in either of the above ways, or simply focus on giving them as well-rounded a skillset as possible.
They gain access to it straight away, and continue to hone the ability with every level reached, making it one of the most powerful tools in their deadly arsenal.
This ability is a really great way of laying on some heavy damage in just a single hit, potentially removing an enemy from the battlefield before they even have a chance to act. If you have advantage on an attack roll then you can use Sneak Attack on an enemy your character successfully hits.
That ally needs to be threatening that target, and you cannot have disadvantage on your current attack roll also, the enemy cannot be incapacitated.
Be aware, though - you can only use Sneak Attack once per turn. Even her Perks capitalize on her aggressive potential, as she can detect opponents she shoots Tracker Rounds , avoid detection Cloaked , and get a speed boost when hit Evade.
Dima shows the value of grenades in any FPS. However, anyone he hits with his explosives do get revealed for a short while via Burned Passive. Regardless, beginners who want to wreak havoc with explosives will love Dima. Moreover, his Perks also encourage straightforward aggression as he can reload while sprinting Berserker , switch weapons faster Nimble Hands , or heal after downing an enemy Life Drain. Talon likes to know where his enemies are, even when he's on the move.
As an Intel, Talon has a Radar Dart Ability that detects nearby enemies after latching on a destination. He can quickly retrieve the Dart and other items from afar with his Mag Gloves Passive. As a result, beginners who want to keep an eye on two places at once will want to try Talon. His weapons alone give Talon multiple offensive options. Moreover, his Perks ensure enemies wouldn't know who hit them as he can silence his walking Padded Steps , switch weapons faster Nimble Hands , and help his team detect anyone he shoots Tracker Rounds.
Gl1tch is what happens to people who take their gadgets for granted. As a Breacher, Gl1tch penetrates through enemy defenses as Intuition Passive detects nearby enemy equipment while Hack Active detects nearby enemies and disables their gadgets.
Gl1tch suits beginners who want to mess with enemies from afar. Despite his destructive potential, Gl1tch still works best with defensive or recon gameplay. Likewise, his Perks encourage a stealth component by silencing his walking Padded Speed , reducing his exposure to revealing Abilities Cloaked , and track enemies he shoots Tracker Rounds. Anvil makes up for his large frame with his defensive potential. Befitting the Defender Role, Anvil's toolkit provides decent damage mitigation abilities that maximizes his team's defense.
Thanks to Barricade Active , Anvil can deploy a barricade to extend cover or secure objectives. In the time they take to hide, reload, and escape combat, the Lancer will already be pushing them, having reloaded before they even have a chance to think.
Combine this with the two smoke grenades she can potentially have, and she will feel no pressure for pursuing the kill. Not to mention these two smoke grenades can also position her to facilitate entire setups by herself. Lancer is the most self-sufficient Rogue in the game. Scorch is the best duelist character for damage by far. Her Burnout ability is the key to success, reloading her current active magazine to an incendiary magazine.
This makes every aspect of her kit even more powerful. While Overheat is dropping from a second to second duration, that is still plenty of time for Scorch to get up close and an opponent in less than a second. Saint is the only support in the game currently; however, his impact on the game stands out. His recovery drone allows him to revive downed players anywhere on the map. Also, he has one of the only guns in the game that can toggle into a first-person ACOG. With the way third-person aim in works, this first-person perspective on his MLX is great for controlling those long the medium angles.
Furthermore, he has smoke grenades, which is hugely beneficial for getting attacks and defenses setup. Saint feels like the core of any composition and can serve any well-coordinated team efficiently. While Ronin as a duelist character is weaker in terms of close quarters contest, she carries an assault rifle, an explosive throwing knife that sticks to surfaces and a grenade. Ronin is the tactical supremacist amongst the duelists. Her explosives come in use for flushing out enemies behind cover, or great for stopping potential flanks.
Plus, her assault rifle makes her great for countering pushes or getting opening picks. Ronin is reliable for anything you want to do in a half. Chaac is a bit more 2D than other duelists in the game. His shtick is all about being able to actively heal at any moment, or even self-revive when he is downed. The revive ability takes just as long as it would take to revive normally, so Chaac must be careful where he falls.
Chaac seems to be an excellent entry fragger on harder to assault maps, or the perfect fit for lurkers and off-site openers due to his self-heal.. Talon is an intel Rogue all about tracking certain areas with his Radar Dart.
Talon can throw this ability quite far, meaning he never really has to overexpose himself to get it in play. This is great, especially when rushing to key spots and spotting out site retakes, rotations, or potential site assaults. The only issue here is his skill cap. Players will need to learn about maps, player movement and other macro skills to get the most out of Talon.
Her ability creates a cloud of poison that deals damage and works in tandem with her passive which allows her to have an additional 25 HP leeched from the health of those caught in her poison. However, the poison is bright green and glaringly obvious, causing no stun to players as they remove themselves from the cloud. It can be very ineffective if not used on multiple players, making her a very ordinary Rogue. Dhalia could easily be higher up the chain of best Rogue Company characters if she didn't require so much skill to use.
Her abilities require more skill than the usual rogues and may be used more effectively in higher ranks. But for newcomers, we recommend staying clear of Dhalia until you have learnt every rogue. Her passive 'Buddy System' means that she links to an ally and will inherit their passive ability.
This is effective when you have the likes of Lancer or Chaac on your side, but most passives go hand in hand with ultimate abilities, which isn't the case for Dhalia. Her ultimate is still effective though, as it will revive the linked player if they are downed within 30m of her.
The only reason she isn't higher is that players controlling Dhalia will need to understand every other teammate's passives to be effective. Rogues that have more negatives than positives, although they can still be effective when mastered.
Unfortunately, Anvils brute force puts him in the bottom tier of our Rogue Tier List. The upside of Anvil is his deadly shotgun which can one-tap people when accurate. It's disappointing that Trench's abilities are pretty much useless as he holds the best non-scoped AR in the game.
It's merely his abilities and equipment that let him down, meaning he earns the unfortunate accolade of being at the bottom of the Rogue Tier List. His passive is to be able to equip another gadget, but his gadgets are a trophy system or tear gas, both of which seldom come in use. His ultimate is also the worst of the pick, as it simply casts barbed wire on the floor in an attempt to slow players down.
This is often destroyed in seconds of simply walked around. A mix up to his equipment may see him as a better Rogue Company characters.
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