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| | #1 (permalink) |
| Unlicensed Vaginoplasty Surgeon Join Date: Jan 2002
Posts: 3,458
+12 Internets | WoW Rogue write-up. Long. Gonna copy Furor's format somewhat here. Rogues are a leather class. Along with Shaman it's the heaviest armor they can wear. As such you will never have the Armor to tank like a Warrior or Paladin. In fact you'll probably be around half of their armor. You *can* tank in a pinch, but it will never be particularly efficient. One of the things that seperates a Rogue from every other class is that their damage is based on agility rather than strength. As such you'll notice the leather gear is tailored to this a lot more. There's really only two ways to go stat-wise. Either high Agility, or high Stamina. Both methods can and do work. With high Agility you will do absolutely disgusting damage with good weapons. At the cost of a *lot* of agro and not very good ability to take the inevitible beatings. With high Stamina you will do noticably less damage, and still pull agro some. You will take the beatings better though, but the added hitpoints will really only buy you a few hits. My Rogue right now(link will die fast probably=)) I initially went the stamina route, and am currently in the process of switching to more agility. Equipment To start you can use Cloth and Leather armor, Daggers, and Bucklers. Later as you level you will have the option to buy the ability to use swords. Swords vs. Daggers is an interesting choice. As it stands right now, you can backstab with either one, as long as you have a dagger off-hand at least. The vast majority of swords are main-hand only. In general the advantage to swords if bigger backstabs/ambushes(will get to those). The drawback is in general slower speeds which leads to lower normal melee DPS, and you look like a dork. Either way can work, but it's strongly suggested you pick one and max out specialization in it. The difference for me with maxed out dagger spec vs. normal sword is huge. Combat Abilities Giving maxed current rank numbers for all skills. To start, all rogue abilities are based on Energy. Which is locked at 100 total. Each ability uses a set amount instantly. Energy refills very fast, enough so that you are never left with no abilities to use for more than a few seconds. Ability cost is static, it nevers goes up woth higher ranks in a skill. Charge up > Finishing Moves I hate to say it's like D2 Assassins for the fact that it will surely make people jabber on about how it was there, but it is a *similar* system. Most special attacks will be charge up moves. They do what they do, damage etc, and give you 1-2 charge up points. Finishers can only be used on the mob you charged up against. 5 total can be saved up. Finishers get progressively stronger/longer the more charge up points you have saved when you use them. Finishers CAN miss, and some have longish cool down timers. All Charge Ups right now add 1 combo point except for Cheap Shot which adds 2. Dodge, Block, Parry Standard passive defensive abilities. Block requires a buckler, and will usually be completely neglected after level 10, when you get Dual Wield. Evasion Increased Dodge by 50% for 15 seconds. 5 min cool down. Uses no Energy. Dual WIeld Passive. Allows you to wield a dagger in the off-hand, or a sword should you find one able to go there. there is some debate as to the actual mechanics of DW still. But from what I have seen it fires independent of main-hand based on weapon delay. And it does half damage per hit. Charge Ups Sinister Strike - 1 Combo Point This is your standard Charge up. At maxed rank it adds 20 damage to the normal damage. Cost: 45 Energy Backstab - 1 Combo Point Backstab attack hits at 150% of weapon damage(20dmg weapon will hit like 30dmg one) + 60 straight damage. Must be behind target. Cost: 60 Energy Gouge - 1 Combo Point Causes 20 damage and dazes the opponent for 4 seconds. Opponent must be facing you. The next attack on the mob will break the Daze effect instantly. Gouge automatically turns off you attack. What this does is allows you to Gouge a mob, then run behind and backstab for a quick 2 combo points and some decent damage. It is also a handy escape tool when used properly, buys you a small headstart. Cost: 45 Energy. 10 second cool down. Feint - 1 Combo Point This is like evade. Performs a maneuver that does no damage and lowers you on the threat list. It can and does miss. It does add a point. And right now it's fairly weak. Target must be facing you. Cost: 35 Energy That's the standard charge attacks. These next ones are stealth attacks. You must be stealthed to perform them, and behind the mob. They will break stealth so it's a 1-shot deal, or so it's supposed to be=) Must Be Stealth And Behind Mob Garrote - 1 Combo Point 180dmg over 18 seconds. A straight dot. Cost: 50 Energy Ambush - 1 Combo Point Uber backstab basically. 250% weapon damage + 85 straight added to the attack. Cost: 60 Energy Cheap Shot - 2 Combo Points 5 second stun on the mob. Awards 2(TWO) combo points. Very useful ability. Cost: 45 Energy Finishing Moves Eviscerate Standard straight dmg finisher. Adds 48dmg to the attack. With 31 more for each additional Charge point up to 172 added. Cost: 35 Energy. 5 second cool down Slice and Dice Short term 15% haste. 6 second duration for 1 point, 3 more for each additional. Up to 18 seconds. Cost: 25 Energy. No cool down. Rupture Dot with a big blood splatter graphic=). 90 damage over 6 seconds initially. 60 more per point more over 4 more seconds for each additional point for up to 330 over 22 seconds Cost: 25 Energy. No cool down. Kidney Shot Stun. Lasts 1 second for each point. Cost: 25 Energy. 20 second cool down. None of the above ability Kick 30 damage and interrupts spell being cast for 9 seconds. No points awarded/needed. Throw Throw a throwing dagger or axe at a mob. So that's your current COMBAT abilities. Now for the other utility stuff you've heard so much about. Non-Combat Abilities These do *not* use energy. Stealth This is your sneak/hide. You fade out to just a be transparent to the naked eye. If you are behind a mob you are safe. Period. In front they get perception/level based check to see you. Unless you are significantly higher than a mob it *can* see you if you get close enough. Before a mob can actually *see* you it will sense you and turn to face directly at you. If you stand still or back away it will go back to what it was doing. This is how you gain Stealth skill ups, by almost getting spotted. Stealth has a 10 second cool down after you click it off. Also after you attack/get attacked it is unusable for a few seconds. 6 or 10 or so. Sprint Run faster for 15 seconds. 5 min cool down. Sap *DISCLAIMER* Sap is supposedly going to be getting changed a lot soon. All this info may be way off before too long. Knocks the target out for 35 seconds. Must be stealthed and behind the target. Humanoids only. Cost: 65 energy. This is basically your mez. It puts the mob to sleep. And right now it is definately very powerful. I can sleep 4-5 mobs at a time with no misses. And a lot of what you fight at 30 will be humanoid. The drawback is that to sleep more than 1 mob you really can't fight, you just stealth around whacking mobs in the back of the head while your group kills. Pick Pocket Must be stealthed. Picks a mobs pockets. Must be mobs with pockets. This does *NOT* draw from the mobs general loot/cash table. If it fails stealth is broken. Vanish Think Everquest Escape ability for rogues. Uses a component(Flash powder, fairly cheap). You disappear in a cloud of smoke and are stealthed like so for 30 seconds. Can switch to normal stealth without breaking it. You lose agro. If you are within a mobs range to see you it'll just re-agro immediately. Many rogues do not seem to realize how good this is. Not only can you gouge/sprint and vanish to get out of many many sure deaths, but if you get an add during a fight and can't afford to wait for Stealth to become usable again you can just Vanish and go to Sap the mob. 5 minute cool down. Feign Death Uses a component. Death capsule, made with poisons skill from a fairly rare dropped item. 1 use per capsule. Right now from what I can tell after a dozen or so uses, FD does nothing useful. You fall over which looks funny, and that's it. Mobs continue to pummel you. I'm thinking it's broken currently. Poisons Make poisons. Most every ingrediant for the various poisons is vendor bought. Though some dropped poison recipes will call for dropped ingrediants. Some poison examples are: Snare poison. A few different DD poisons. Casting time slow poison. Snare poison rules. Pick Locks Rogues get this as a class ability at 15. Uses a tool(permanent, just hafta carry with you). Allows you to open locked chests/lockboxes. ----------------------------------------------------------------------------------- So there you have my quick write-up on rogues. Though it took a half hour or so. Right now the rogue is a great class. And as with every class it's a world of difference between the skilled ones and the un-skilled.
__________________ "The eyes are the groin of the face" Last edited by Grimmlokk : 03-29-2004 at 03:46 PM. |
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| | #2 (permalink) |
| Avarice Join Date: Jan 2004 Location: Rolling down Rodeo with a shotgun
Posts: 3,687
+14 Internets | I think sap is meant to be single mob at a time now, as that's what it says in the official guide, so that may be the coming change. Otherwise Priests' sleep would be highly gimpy because it has the one mob at a time limit. The Vanish ability sounds very cool...very Ninja, makes me grin just thinking about it -- *Ninja VANISH!!!* -- OG Dragonball, anyone? Erggggg....can't wait. At least in ~four months I can play open beta ![]() PS: Your Rogue is very funny looking ![]() Just in case the link does die: |
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| | #6 (permalink) |
| Still not the Abyss Join Date: May 2002 Location: Arizona
Posts: 1,933
| Stealth This is your sneak/hide. You fade out to just a be transparent to the naked eye. If you are behind a mob you are safe. Period. In front they get perception/level based check to see you. Unless you are significantly higher than a mob it *can* see you if you get close enough. Before a mob can actually *see* you it will sense you and turn to face directly at you. If you stand still or back away it will go back to what it was doing. This is how you gain Stealth skill ups, by almost getting spotted. Stealth has a 10 second cool down after you click it off. Also after you attack/get attacked it is unusable for a few seconds. 6 or 10 or so. Drool, so well done. |
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| | #7 (permalink) | |
| Registered User Join Date: May 2002
Posts: 39
| Quote:
__________________ Steep is the mountain we all climb. | |
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| | #8 (permalink) |
| Unlicensed Vaginoplasty Surgeon Join Date: Jan 2002
Posts: 3,458
+12 Internets | OK like I forgot to mention on the FD capsule. You can only have 1 on you at any one time. So even if they do make FD work similar to in EQ(which I have seen no indication of) you'd only get 1 shot at it. Also mobs won't stand around when you lose agro. If I have a 20 mob train(no easy feat) and I get away and hit vanish, they all *immediately* make a bee-line back for their spot/patrol area. no standing around. No agro = mob go home. Period. And it's hard to even pick them off on the way home if you wanted to. I haven't seen any 1 ability that makes or breaks a group so much that you *need* that class absolutely. Even no priest heals can be worked around. Hell one of the best groups I've had was Rog Rog Mage War. No healing whatsoever. |
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| | #12 (permalink) |
| zero signal Join Date: Jul 2002 Location: St. Louis, MO
Posts: 3,547
| I knew I was gonna be a Gnome, but now I may be just be a Rogue, nice write up. Actually I should just be honest with myself. I won't be a Rogue, I'll be a "whatever I just read about last". With every write up like this I read, I want to be that class, so I should just roll a damn dice or something.
__________________ Doesn't speak the language. Holds no currency. |
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| | #13 (permalink) |
| Registered User Join Date: Mar 2002 Location: Tucson, AZ
Posts: 89
| All they need to do with sap is basically kick stealth when you use it. If you break 2 with sap, the non sapped will bum rush you when you sap the other, so it would seem they ment it to break stealth. Also every other ability breaks stealth. It would make a rogue able to sap 1, maybe 2 if they are lined perfectly at most, which is right in line IMO. The thing that gets me most annoyed is gouge being broken with DoTs. When I first got garrott, I would try and start with garrot followed by a gouge BS. I quickly learned it was more efficient to BS, Gouge, BS. Proally not as much a problem when you get ambush, but damn it makes garrott pretty much useless save for group situations when you can't gouge anyways. Other then those 2 things my rogue has played out very well. Can't tank anywhere near a true tank (even using the avoidance disc), but I didn't play a dirty sneaky rogue to stand in front of a mob and soak up its swipes. |
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