Rogue / Mage

   Rogue / Mage -- The Telekinetic   

Main Way of Playing
The Rogue / Mage has a melee DPS role that utilizes projectile damage from rapid auto-attacks. Aesthetically, the Telekinetic acts like a duelist utilizing "mind daggers" to constantly assault their enemies. Key attributes for this class are Dexterity and Stamina; more specifically, high Physical Attack to repeatedly trigger important skills.

Key abilities include Throw, Agility, Combo Throw, Evasion and Fervent Attack.

Classicon thief.png Rogue Class-specific
+0 +100 or max constant version 6.0.6.2689

Tips and Tactics

 * While projectiles are the cornerstone of this class, it doesn't have to be the only means of dealing damage. Shadowstab, Low Blow, and Wound Attack are still strong sources of dealing damage, as is Fireball.
 * Throw and Combo Throw may be ranged abilities, but Rogue / Mage still functions as a melee class over a ranged one.
 * Switching to a Mage / Rogue gives the player the option to be a magical DPS class using strong Dark abilities.

Preface
This form of Rogue is more of 'witch hunter' type class which excels against squishy Mage types, but in capable hands can take down most classes with ease. Out of all the rogue hybrids this is the one that relies on sneak attacks and creating advantages to win. If you can get your technique down and get the jump on a unit or player- you'll likely win. This class is a bit tricky and you've got to know when to get in and out of the fight.

Pros:
 * -Lots of burst damage and DoTs which create amazing overall damage.
 * -Plenty of crowd control techniques. Silence, Lightning, Numbing Dagger, Paralyze Trap, Shadow Prison, and under certain situations Surprise Attack and Magic Breaker's stun.
 * -Also has additional neutralizing skills. Blind Stab(for melee), Poison Flame(for casters), and(for both) Poisoned Weapons.
 * -Two different kinds of resources; energy and mana, enabling an almost constant flow of attacks.
 * -Fun play style, especially in PvP servers.
 * -Some of the best synergy with passives in the game. Wisdom, Nimble Hands, and Agility.
 * -A Mage that can Hide, Vanish.

Cons:
 * -Not good with early PvP. Fun/good skills come later.
 * -Wears leather at best- so a little squishy.
 * -Seems likes there A LOT of Rogues- at least on the PvP servers.
 * -No heals.
 * -Not many buffs.
 * -Most classes don't rely on ALL their skills to be effective, R/Ms do, making skill leveling choice a bit harder than most.
 * -Need to really get a control over the position of your target and the angle your character is facing. Which can be tough at times.

Other Notes of Interest:
 * -Has party uses. Treasure Hunter(Loot+ Aura- passive), Informer(+Crit Party Buff), and Fire Ward(-Fire Dmg Party Buff).

Play Style/Tips
Like I've said, this class combo has a opportunist like play style- even one of it's elite skills is named, 'Create Opportunity'. As a rogue mage you have several preparation skills to get the jump on someone. All you need prebuffed is Poison. There are some basic strategies to properly engage an enemy and be fully efficient in combat. its always good to have some tricks up your sleeve, especially with this class. These are basically the same ways I engage everything- successfully.

Classic Rogue (Enhanced)

You stalk your prey until he is within sight but does not notice you. You use Intensification(increase next spell damage), and Premeditation(next attack is a critical.). AFTER you use these skills, Hide. Stalk your prey (fast because of the short duration of buffs) and use Surprise Attack, fireball, and lightning simultaneously. While they are momentarily CC'd, lay your traps and apply an extra CC depending on what your facing. (Obviously Blind Stab against melee and Poison Flame verse casters.) If you feel you can kill them now, lay down your DPS with your rogue skills, using CDs only when neccessary, staying withing melee range and they should be dead soon. If things get tough- get out using either Vanish or Numbing Dagger and start your strategy over- trying to engage them with the best situation. Eventually you should be able to harass them to death. Make sure they don't recover from the damage you've done. Use Cooldowns, Magic Breaker, and Shadowstep accordingly. The traps come back rather quickly so once you engage someone don't let them get a moment's peace. Between Shadow Prison and Silence you should have another way to CC your opponent.

Rogue Mage Lure

Another way to engage a target is one mostly done verse the simple to predict Mobs. You kite an enemy as much as you can till you are ready to fight head on- or can no longer kite them. When you don't feel taking much damage you can use this method. It's a bit easier but not as effective. Use the same Intensification/Premeditation combo. Set all your traps at your feet and use fireball- start running in a linear method backwards. Most targets move straight- let them. Once they hit your traps root them with lightning and you probably got fireball almost ready. After a little bit of time get your Numbing dagger ready. Eventually you can lay traps again which you want to do immediately. Most of the damage will be done through traps and Mage spells. If you can no longer run or are caught between CDs (no vanish, SP, or some other situation) than hopefully you've weakened them enough to make quick work of with your Rogue Abilities (don't forget about relaying your traps, using fireball, and all your abilities when the situation comes up.)

Old Elite Skills

 * Traps have a duration of 2 mins and only the caster and the party members can see them.

Rogue / Mages focus on deploying magical traps that Poison (Poisonous Trap), explode (Explosion Trap), or Root (Paralysing Trap), get a ranged dispel (Magic Breaker), and a damage over time that reduces casting speed (Poison Flame). Note that you can only have one of each trap active at a time.