Difference between revisions of "Category:Rogues"

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(→‎Practicing: Capitalised skill names so they point at right pages)
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[[Shield Block]] - What more is there to say? Shields are great, and blocking with them is even better.
 
[[Shield Block]] - What more is there to say? Shields are great, and blocking with them is even better.
[[Burning hands]] - Lowest area damage spell, very useful for getting all mobs in a room to attack the mob.
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[[Burning Hands]] - Lowest area damage spell, very useful for getting all mobs in a room to attack the mob.
 
[[Riposte]] - Available to rogues and paladins at hero 69, this skill will give the rogues a chance to counter strike, which is always nice.
 
[[Riposte]] - Available to rogues and paladins at hero 69, this skill will give the rogues a chance to counter strike, which is always nice.
[[Enhanced damage]] - mo damage less problems
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[[Enhanced Damage]] - mo damage less problems
[[Third attack]] - see above
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[[Third Attack]] - see above
 
In addition to these, all the useful utility spells (portal, tele, sanc, frenzy, ident, water, fly, heighten senses, concentrate, iron skin) are useful, along with any regen skills (meditation).
 
In addition to these, all the useful utility spells (portal, tele, sanc, frenzy, ident, water, fly, heighten senses, concentrate, iron skin) are useful, along with any regen skills (meditation).
  

Revision as of 10:23, 6 January 2007

The rogue is not concerned with the "virtues" of knighthood, nobility, or morality. The rogue serves no one but themselves. Rogues are masters of deception, theft, and the effective but honorless ability to stab others in the back. These fellows are not disciplined like soldiers, but they tend to be very quick, often eluding more powerful foes and are quick to relieve the general populace of their heavy coins and possessions. These untrustworthy souls utilize their knowledge of the city to evaluate and steal items of great value, fence them at great profit, surprise their enemies or 'marks,' and evade their antagonists with great alacrity. The prime requisite of rogues is DEXterity which makes them very slippery opponents. Strength is desirable to make their primary attack, the backstab, more powerful and to allow them to carry more loot. Intelligence is a big plus, allowing them to learn their skills quickly and expertly as well as to assist their streetsmarts. And as with all classes, a hardy constitution will help them survive in the lethal dark alleyways and sidestreets of the big cities.

Abbreviation: Rog.

Prime Requisite: Dexterity.

Rogues in General

See Mages for an example.

Rogues have certian advantages and disadvantages compared with other classes. Why create a rogue? Why not? What defines the "essence" of roguishness?

Rogue Creation

So, you've decided to create a rogue... Now what?

Although characters of any race may become rogues, some races are better suited for roguishness than others, such as centaurs, kzinti, and orcs, partly due to their high dexterity.

Rogues at Lowmort Tier

Have a high-level rogue already? If so, what do you wish you'd known before starting out? Here's your chance to help other players...

Training

Practicing

Worshipping

Hmmm... Whom to worship? And when?

Rogues, like all classes, may choose to worship at level 10. Although rogues may worship any god, some dieties are more suitable for rogues than others. Tor is by far the most popular god for rogues to worship; because Tor can reduce practice gains, though, some rogues prefer to postpone worshipping him until hero tier after sublevel 101.

Fighting

Soloing: All dressed up and no place to go? Or nobody to go there with? How can a rogue solo through lowmort? - It gets hard after oddities stop giving good/any xp. The next step of the standard lowmort running is volcano; these mobs hit considerably harder, and will force the rogue to quaff almost constantly. Their lack of enhanced damage/third strike really begins to become noticable here.

Tanking: Rogues make very good tanks, due in part to their relatively high dexterity, which makes them harder to hit, in addition to lethal aim and in-class dodge.

Hitting:

Meh, they don't hit well, not compared to archer/psi/warrior/mage at least.

Rogue Prestige Options

Some level-50 rogues may become Black Circle initiates.

Rogues at Hero Tier

Training

Like always, max your gain related stats first (Wis, con, int) and then work on everything else. Don't worry about maxing out things right away, it's hard, and spells can help alot, especially in the case of strength.

Practicing

Here are some great skills for the tanking rogue:

Shield Block - What more is there to say? Shields are great, and blocking with them is even better. Burning Hands - Lowest area damage spell, very useful for getting all mobs in a room to attack the mob. Riposte - Available to rogues and paladins at hero 69, this skill will give the rogues a chance to counter strike, which is always nice. Enhanced Damage - mo damage less problems Third Attack - see above In addition to these, all the useful utility spells (portal, tele, sanc, frenzy, ident, water, fly, heighten senses, concentrate, iron skin) are useful, along with any regen skills (meditation).

Devoting

Tor is the standard choice, although by all means required. Usually waiting till 101+ is reccomended, as Tor descreases pracs earned by leveling. Shizaga and Durr are also possible choices, as they both increase stabbing damage, but not as popular at Tor.

Fighting

Soloing: Rogues do well at soloing with the use of backstab and quickstrike, 101+. Before 101 they might not get hurt much, but they won't be doing much damage either.

Tanking: Before 101, a low hero's best bet is to try to blind the mob with a eye targetted vital shot. A successful eye vital shot is usually enough make the mobs unable to hurt the rogue. As the rogue gets closer to 101, they might want to start using murder, but be warned: undead mobs (such as rot cor, and the majority of mobs in the lower part of) can't be targetted with murder. In full tank, it can sometimes start off combat with a "massa" attack

Once a rogue reaches sublevel 101 they should consider Tanking In Hit Gear. The damage done by backstab alone can bring most mobs to few wounds / big nasty. With a good hitter or two you shouldn't have to tank for more than a couple rounds before the mob dies.

Hitting: Rogues hit like crap until they get third attack and enhanced damage, period. After that, they begin to hit ok, but nothing like a warrior with the same skills. A good way to make yourself useful is to stock up on brandies, or bash, or get a stack of thrown weapons. At 101+ they get quickstrike, which lets them land a vital shot during combat, which is nice, but outside of duos rarely will all but big mobs be alive that long.

Rogues at Lord Tier

Rogue Remort Options

Lord rogues may remort into assassins at sublevel 100 and berserkers at sublevel 150.

Subcategories

This category has the following 2 subcategories, out of 2 total.

Pages in category "Rogues"

This category contains only the following page.