(Engineer)
Rogue / Champion is a difficult combination to get a handle on. This difficulty is what makes it unique; if you wish to stand out in a crowd as a rogue, consider taking champion as a secondary class. But, don't expect it to be easy.
Main Ways of Build[ | ]
Basic Build[ | ]
(Physical DPS - Melee / Half-Range / Half-AoE)
- Attribuetes: Dex (Main); PAttack, HP and Sta (Secondary).
- Weapon: 1x Main Dagger + 1x Secondary 1-H Hammer (Better dps as posible, above all, main hand and 1-H Hammer with Block). Rememeber Rage generation no dipends of weapon base attack speed, 6 rage per 1s (rage generation can increas with attack speed boost).
- Armour Type: Leather (Dex, PAttack, PDamage...).
- Description:
Skills[ | ]
(to see Class Main Skills of Rogue, see Rogue Skills)
Secondary Class Basic Skills[ | ]
Champion General[ | ]
Icon | Skill Name | Level | Cost | Cast Time | Cooldown | Range | Skill Effect | Upgrade |
---|---|---|---|---|---|---|---|---|
Heavy Bash | 1 | 20 rage | Instant | 50 | Inflicts 65.0%..389% main hand weapon physical DPS on the target. There is also a chance it will cause Heavy Bash when it lands a hit. This reduces Physical Attack Power and Physical Defense by 2%. Lasts 12.0 seconds. Can be stacked max. 3 times.
(This skill stat will increase based on equipment and target strength) |
+3.6% per level | ||
Electrocution | 1 | 20 rage | Instant | 8 seconds | 50 | Inflicts 90.0%..612% main hand weapon physical DPS on target. Also invokes a state of Electrocution and interrupts target's spell casting. Lasts 8.0 seconds.
(This skill stat will increase and decrease based on equipment and target strength) |
+5.8% per level | |
Hammer Weapon Proficiency | 4 | Hammer weapons can be equipped. | ||||||
Energy Influx Strike | 6 | 25 rage | Instant | 6 seconds | 50 | Adds a Charge Rune to your attacks. Inflicts 70.0%..385% main hand weapon DPS physical damage on targets. If the target is in an Electrocution state, this attack always lands a critical hit.
(This skill stat will increase and decrease based on equipment and target strength) |
+3.5% per level | |
Runecraft - Diversion | 12 | Increases Parry Rate by 75.0 points. | +11.3 per level | |||||
Runecraft - Solidify | 16 | Increases your stamina. (Current stamina + 11.0 x 1.0% +11.0)
The maximum level of this skill is 50. |
+1.0, +0.1% and +1.0 per level | |||||
Shock Strike | 20 | 25 rage | Instant | 6 seconds | Cone (R: 100) | Inflicts 75.0%..417% main hand weapon physical DPS on multiple targets within a range of 100 in a fan-shaped area in front of you. Also Stuns targets for 1.0 seconds.
If used while in a Shield Form, then there is an extra increase of aggro caused by this skill. |
+3.8% per level |
Elite Skills[ | ]
Rogue / Champion[ | ]
Combos[ | ]
(to see Basic Combos of class, see at Rogue)
Notes[ | ]
Rogue/champion is generally looked down upon by the community, almost as much as rogue/priest. It's gimmicky, its early elite skills offer next to nothing in terms of improving leveling or general PvE, it's "useful" elite skills are on a tremendous cooldown that isn't "fixed" until level 60, and gaining hammers for a class that really likes its daggers is almost insulting, considering this combo does nothing to make dual-wielding hammers viable. Of course, rogue/champion has some uses, but those uses are generally hidden underneath the rather "ugly" surface.
The standard skills of Shadowstab, Low Blow, and Wound Attack are leveled up, as should Agility given how the extra dodge compliments Nerve Gear (culminating into a total of +17% dodge at level 50 during combat). Champion gives us Runecraft - Solidify as a skill to level up for the extra stamina, which is great for general survival. At higher levels, champion also gives us Energy Influx Strike to make the most of Electrocution Mechanism.
As for the mechanisms, we begin to see a problem with them already at level 15. Confusion Mechanism taunts targets, which is great for soloing, but less so when running in a group where the tank is trying to distract mobs and bosses. Foot Mechanism can only benefit other players if they're following you in a line, and step over it themselves. The same can be said for Stepping Mechanism and Burying Mechanism, only instead of other players, it's dependent on mob pathing to do anything, which is egregious as a game mechanic. Four of the combo's elite skills are tricky to use, and in most (but not all) situations do very little to help out the group in both PvE and PvP, especially compared to other rogues.
Guidance Feedback, in theory, makes it worthwhile to use mechanisms, since each one triggered reduces the cooldown on all of them by 5 seconds. So, naturally, the four other mechanisms would reduce Electrocution Mechanism from a 40 second cooldown to 20 seconds, which is fantastic given Electrocution Mechanism's 20 second duration. But, this is not what happens. Burying and Stepping Mechanisms eat 45 energy, which makes Shadowstab->Low Blow->Wound Attack almost impossible to use. Meanwhile, Confusion and Foot Mechanisms consume 40 rage, which is rough to build up with a warrior-like Enrage skill at the start of a fight, especially after needing another 35 rage to use Electrocution Mechanism in the first place, with another 25 rage to use Energy Influx Strike afterwards. To put it simply, an entire bar of rage is needed to use Electrocution Mechanism->Energy Influx Strike->Confusion Mechanism->Foot Mechanism. Even then, Confusion's massive 60 second (standard) cooldown prevents any kind of feasible rotation from appearing to pull this off consistently. This makes the combo clunky, the mechanisms using resources to do very little in comparison to other classes, and overall it's just a mess.
Silent Rune Bomb and Pulse Rune Bomb are nice skills in general, dealing large amounts of damage with useful silence and stun effects, but their cooldown is unaffected by Guidance Feedback, and they each use 20 and 25 rage, respectively, which makes them difficult to use with Electrocution Mechanism and Energy Influx Strike against large groups of enemies. That's what makes this combo such a headache. There is so much that it could be doing, but its core gameplay design isn't allowing it to happen.