(Cultist of the Darkmoon)
Druid / Rogue is a hybrid magical class, both dealing damage and serving as a healer. Despite being a hybrid, it's nonetheless a very good class combination, having a good role in group PvE and some of the strongest debuffs in PvP. While most of its important abilities come from its elite skills and not from Rogue directly, the greatest benefit Rogue brings to the Druid is its Energy bar. With fewer skills relying on mana, it puts this combo at a greater advantage when it comes to spellcasting compared to some of the other Druid combos. This is an all-around solid choice for a player looking to have greater participation in all modes of play.
Main Ways of Build[ | ]
As with most spellcasters, Intelligence, Wisdom, and some Stamina are all attributes to look for while gearing up. If the Druid / Rogue is being relied on more for healing, Wisdom would probably take priority over Intelligence, but if this combo is given enough practice Intelligence can be focused on more to deal more damage. Even a middle ground between the two is a fine option for gearing.
As a hybrid, this combination can choose whether or not to have Shadow Contract up. While buffed, damage is increased, but without the buff, healing is increased. Dark Moon is a buff given to allies, preferably ones with very high critical damage, which supplements both damage and healing. While some may be worried that a player dealing damage and healing at the same time would cause issues on the aggro table, that's hardly a worry for this combo. Both Poisonous Widow Embrace and Corrosive Poison are damage-over-time effects, which prevents a dangerous aggro spike from happening, and don't affect the combo's mana pool so they can continue healing. During burn phases, Earth Arrow enhanced with Magic Turmoil is still a reliable source of damage, rather than relying solely on DoTs, and Speed Catalysis helps everyone make the most of their damage during those short windows.
For PvP, there's almost nothing like a Druid / Rogue. Weakening Seed and Withering Seed greatly weaken enemy defenses, and even Rockslide increases the chance for a target to take critical damage. Necrotic Wound reduces an enemy's ability to heal, and eventually gains the power to root targets. While on their own this combo may not have the highest spike damage potential to quickly kill other players, in a group, their support through debuffing enemies is top-rate, and being a damage-dealing healer means that a group with them in it is going to be very hard to kill.
Skills[ | ]
(to see Class Main Skills of Druid, see Druid Skills)
Secondary Class Basic Skills[ | ]
Rogue General[ | ]
Elite Skills[ | ]
Druid / Rogue[ | ]
Icon | Skill Name | Level | Cost | Cast Time | Cooldown | Range | Skill Effect | Upgrade |
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Poisonous Widow Embrace | 15 | 30 energy | 2 seconds | 200 | Summons the sinister plant, Poisonous Widow, to seize and attack your target. Inflicts 50.0 Dark Damage and restores 1 point of Nature's Power.
If you possess Nature's Power, it will automatically consume 1 point of Nature's Power to enhance abilities and inflict 65.0 Dark Damage on your targets. Also, 1 point of Nature's Power will be restored. |
+16 and +20.8 per level | ||
Speed Catalysis | 20 | 15 energy | Instant | 5 minutes | Temporarily raises the physical attack and casting speed of party members within a range of 150 by 20.0% for 20.0 seconds. | |||
Corrosive Poison | 25 | 30 energy | Instant | 200 | Corrodes your target, inflicting 16.0 points of dark damage every 2 seconds for 12.0 seconds. | +4.2 per level | ||
Necrotic Wound | 30 | 30 energy | Instant | 10 seconds | 180 | Reduces healing received by target by 2.0% for 20.0 seconds.
(If the target is a player, the amount he is healed is decreased by 2.0% for 10.0 seconds.) |
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Shadow Contract | 35 | 10 MP | Instant | Increases your maximum MP by 70.0 and your Dark Damage by 5.0%, but reduces healing power by 5.0% for 900.0 seconds. (Your Dark Damage can be increased up to a maximum of 45.0% and healing power can be decreased up to 45.0%.) | +12.6, +0.9% and +0.9% per level | |||
Magic Turmoil | 40 | 30 MP | Instant | 1 minute, 30 seconds | Increases your magical critical hit rate by 25.0 for 900.0 seconds. | |||
Curtain of Darkness | 45 | Covers you in the power of darkness, permanently reducing magical damage received by 2.0% and making it so your Seed of Weakening and Withering Seed no longer require Nature's Power to recover their original abilities.
The maximum level of this skill is 50 |
+0.02% per level | |||||
Dark Moon | 50 | 30 MP, 5% MP | Instant | 6 minutes | 250 | Increases the Critical Physical Hit Rate and Critical Magical Hit Rate of a friendly target by 145.0 for 300.0 seconds. Also, when their attacks go critical, you may gain the Power of the Dark Moon status which increases your magic power by 5.0% and healing power by 5.0% for 30.0 seconds.
(This skill cannot be used on yourself.) |
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Wasteland | 60 | Enables Earth Arrow to inflict extra Dark Damage. While the Rockslide is in effect, the target's critical hit rate resistance is reduced. Earth Arrow: This extra damage is as it have a total increas of damage of +88.96% (It can compite with a Flamme from mage). Rockslide: -50.0..2050.0 critical hit resistance. (0.75..30.75% of critical chance vs a target of lvl 100) |
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Knee Ulcer | 70 | Casts a Necrotic Wound and roots the target for 5 seconds. |
Combos[ | ]
(to see Basic Combos of class, see at Druid)