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Old 04-02-2007, 12:31 PM   #983 (permalink)
UnchainedAcolyte
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Join Date: May 2006
Location: West Coast
Posts: 1,030
Quote:
Originally Posted by Draegan View Post
I played VG for a month after release as a rogue and druid. Can someone here please tell me what so different about combat in VG than all the other MMOs out there? It all seems the same to me. Tank, Aggro, Healing, Spamming buttons to do damage.

What makes VG combat different?

Fair question, Draegan.


I've played a rogue to 20, and I really enjoy the class due to the utility. Yes, primarily our function is DPS, but rogues also have a snare ability in the form of Knee Break (available at level 10 I think); short stuns (Blinding Flash - throwing flash powder in the face of an opponent); one long stun (Blackjack, 30 secs, but must be out of combat - allows for very limited crowd control); an increased dodging ability, increased parrying ability and Feint (basically a stun and minor debuff) which allows a backstab (even if in front of the opponent)/free attack to allow a rogue to off-tank for a limited period of time, especially if you switch to a good parrying dagger/dirk.

The rogue abilities don't heavily broaden until after your 10th level and into the teens, which is why it probably seemed very wash-rinse-repeat when it came to combat before 10.

In short, the rogue abilities allow for a lot of versatility when playing the class, and can be a very tactical class: stalking bonuses are gained due to length of time in stealth during combat. These bonuses increase DPS a reasonable percent as well as movement bonuses, so the player is encouraged to remain in stealth consistently during combat. However, if I'm aggroed to and attacked during combat, I become visible and lose those stalking bonuses and must start over. This forces me to balance my DPS with de-aggro abilities and off-tank or steal aggro/rescue only when truly necessary.

Item-based enhancements/abilties exist as well. For myself at 20 I can make/use poison for weapons to add a bit of extra DPS, and can make/use flechettes which allow for an area de-aggro of 50%. Poisoned darts/scrolls can also be made later on with additional abilities/effects. Items can have rare/uncommon versions made based on pickpocketing rare components for these from humanoid only NPC's.

If you couldn't tell, I like and enjoy playing the class, and like the class concept, since it's close to the AD&D rogue. They still have not added abilities like picking locks/disarming traps, but I know picking locks are slated to make it in at some point in the future.


EDIT: Good to see you, Nino.
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Last edited by UnchainedAcolyte; 04-02-2007 at 12:40 PM..
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