![]() Rogues may also develop their abilities in tradeskills and non-native languages. Rogues can perform critical hits with throwing darts. Much like archery, this is good for tagging and pulling with darts. ![]() ![]() This is a slow skill to work on, but can be done in large bodies of water. With merchants that refuse to interact with you, you can sneak up behind them to do business. This skill greatly reduces the aggro radius of mobs. Some traps are very difficult to detect, even with a highly developed skill. This skill allows you to detect traps in your general vicinity. This allows you to fall from high areas safely without taking damage. This skill allows you to parry and attack. You must have one in your primary hand to backstab. You must train up to skill level 10 with a trainer before practicing on locked doors. With a pick lock set, this allows you to open doors for which you have no key. This is a defensive meaneuver with your weapon. This is a tradeskill available only to the rogue class. It does not work consistently it may be considered a "proc" that works on your dexterity level, as well as your skills in intimidation, piercing, 1H Blunt, and 1H Slash. The rogue shows a series of weapon maneuvers that may scare an enemy. This skill allows you to carry weapons in both hands.īare fists no use for anyone other than monks and beastlords.Īt a high enough skill, this prevents you from being seen from both living and undead creatures. This skill doubles your number of attacks per round. With health regeneration as it is now, this skill is pointless.Īfter sensing a trap, utilizing this skill disarms it. Assasinations (32k point backstabs) become available at 61.Īs the skill develops, you can heal yourself with bandages. Double Backstab becomes available at 55 automatically, and Triple Backstab via AA. This allows a rogue to apply poisons to his primary weapon.īow and arrow useful for tagging and pulling.Ī devasting hit from behind unique to rogues a piercing weapon is required. One-handed slashing weapons (swords, whips). There are certain zones, such as the City of Mist or Vex Thal, that require a rogue's ability to pick locks, as there are no keys. Certain locked doors, such as the entrance to The Ruins of Old Paineel, the entrance to the city of Paineel, or the doors in Charasis, can be opened by a rogue with a lockpick set and a sufficiently high enough skill. The need for the ability to pick locks has been significantly reduced after the Kunark and Luclin expansions. A more highly developed ability to pickpocket reduces the chance that the NPC will catch the rogue, which can be very helpful in the rogue 1.0 epic. The pickpocket ability only allows the rogue to steal items that are not no-trade and coins, and can only be used on NPCs. This can be helpful in parts of Ssraeshza Temple, or LDoN instanced zones. Once a trap has been sensed, it can be disarmed. If a rogue is actively attempting to detect trap, and one is within the range of a rogue's ability to find, he will be pointed in the direction of the trap. There are a variety of poisons that a rogue can create through the unique, class-related skill Make Poison: snare poisons, direct damage poison, and death-over-time poisons are the most common. Additionally, mobs that would normally see a character using a spell or potion are much less likely to see a sneak/hidden rogue. This is primarily due to not relying on spells or potions that specialize in keeping the user invisible to either living or undead mobs. Other skills include crafting and applying poison to their primary weapon, sensing and disarming traps, picking pockets, and picking locks for doors that may or may not have a key.Ī rogue with highly developed skill levels for Sneak and Hide, coupled with their Shroud of Stealth alternate ability, this allows them to make fantastic scouts and corpse-draggers. They can develop their abilities to Sneak and Hide to very high levels. In addition to their damage-dealing abilities, rogues have several other class-unique abilities. High level rogues consistently using their disciplines ("discs") and abilities can use quite a lot of endurance, but have the Second Wind line of discs to help them regenerate endurance. Rogues also have the Razorarc line, allowing a powerful first hit at the cost of endurance. Rogues receive a number of burst DPS utilities, meaning that they can temporarily achieve an amount of damage much higher than their average. Rogues do need to be able to reach the back of the mob to cause their best damage, but in most cases, this is not a problem. ![]() They are situationally the highest DPS class, although in some cases berserker will clock in ahead of them. Rogues are one of the premier melee DPS classes.
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