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.
Equipment Available[ | ]
(1H) Dagger |
1H Sword |
1H Axe |
1H Hammer |
2H Sword |
2H Axe |
2H Hammer |
(1H) Wand |
(2H) Staff |
(R) Bow |
(R) Crossbow |
(R) Thrown |
---|---|---|---|---|---|---|---|---|---|---|---|
Cloth | Leather | Chain | Plate | Shield | Talisman |
---|---|---|---|---|---|
Rogue General[ | ]
Rogue Class-specific[ | ]
+0 +100 or max constant version 6.0.6.2689
Icon | Skill Name | Level | Cost | Cast Time | Cooldown | Range | Skill Effect | Upgrade |
---|---|---|---|---|---|---|---|---|
Assassins Rage | 1 | - | Instant | 5 minutes | Self | For 15.0 seconds, the chance to deal critical hits is raised by 1500.0, and during that time critical damage is enhanced as well. Critical Physical Hit Rate: 1500 (vs a 100 lvl => 22,5% of critical hit chance) |
- | |
Low Blow | 2 | 30 energy | Instant | 50 | Inflicts 100.0% main hand weapon DPS + 0.30 x Dexterity physical damage, and if the target already suffers a Bleed effect, it can cause an additional Grievous Wound for 10.0 seconds. | +7.0% per level | ||
Wound Attack | 6 | 35 energy | Instant | 6 seconds | 50 | Causes 105.0% main hand weapon DPS + 0.30 x Dexterity physical damage. For each Bleeding or Grievous Wound caused by the Rogue skills (cast by you), Wound Attack can cause additional damage. | +6.3% per level | |
Dagger Mastery | 10 | Increases dagger damage by 10.0%.
The maximum level of this skill is 50. |
+1.2% per level | |||||
Blind Spot | 14 | 25 energy | Instant | 6 seconds | 50 | Attacks target from behind, causing 150.0% main hand weapon DPS + 0.30 x Dexterity physical damage and adds a bleeding that deals 5.0 damage every 2 seconds for 6.0 seconds. (Must hold a dagger and be behind the target.) | +9.0% and +2.5 per level | |
Numbing Dagger | 16 | 1 projectile | 1 second | 150 | Throws a poisoned dagger that can numb the target for 10.0 seconds. Can only be used on Humanoids and living creatures. (Requires you to be Poisonous; consumes 1 projectile, the numbed target awakens when attacked; only one target at a time can be kept under control.)
(For players this effect lasts for 3.0 seconds.) |
+0.4 per level | ||
Poison (+) | 16 | 1 poison bottle | 1 second | - | - | For 900.0 seconds normal attacks have a 50% chance to add Poisoned effects and the target's damage is lowered by 2%. (Can be stacked 4 times, until a maximum of 8%) | - | |
Hide | 18 | Instant | You go into hiding to avoid discovery by the enemy. Your movement speed is reduced by 50.0%.
The maximum level of this skill is 50. |
-0.6% per level | ||||
Premeditation | 18 | 20 energy | Instant | Makes your next attack a critical attack, and the power of the critical attack is increased by 40.0%. (Cannot be used in combat.) | ||||
Sneak Attack | 22 | 30 energy | Instant | 50 | By attacking the target from behind, Sneak Attack causes 130.0% main hand weapon DPS + 0.30 x Dexterity physical damage with an additional 3.0-second Stun and 6.0-second Bleed effect. (Cannot be used when already in combat. Can only be used when behind the target. Requires dagger to cause Bleed effect.) | +7.8% per level | ||
Treasure Hunter | 26 | Increases your and your party's chances of finding items by 5.0%.
The maximum level of this skill is 50. |
+0.3% per level | |||||
Vanish | 30 | Instant | 10 minutes | Vanish from sight for 20.0 seconds, removing all aggro and leaving combat. | ||||
Off Hand Mastery | 32 | Increases off hand damage by 4.0% and accuracy by 4.0%.
The maximum level of this skill is 50. |
+0.3% and +0.3% per level | |||||
Sprint | 34 | Instant | 5 minutes | 100 | Increases movement speed by 10.0% for 30 seconds.
The maximum level of this skill is 50. |
+0.6% per level | ||
Evasion | 36 | Instant | 2 minutes | Increases dodge rate by 10.0% for 10.0 seconds.
The maximum level of this skill is 50. |
+0.5% and +0.2 per level | |||
Combo Throw | 38 | 1 projectile | Instant | 4 seconds | Throws 2 hidden weapons. Each weapon causes 50.0% main hand weapon DPS plus 1.00 times Projectile Damage. | +7.0% per level | ||
Shadow Prison | 40 | 50 energy | Instant | 180 | Binds the enemy's shadow. The target cannot move or use skills for 5.0 seconds. | |||
Informer | 42 | Instant | 5 minutes | Increases party members' chance to deal critical hits by 30.0 for 60.0 seconds. | +5.4 per level | |||
Fervent Attack | 44 | Instant | 5 minutes | For 30.0 seconds, Physical Attack Speed is increased by 5.0% and Physical Defense is decreased by 5.0%.
The maximum level of this skill is 50. |
+0.3% and +0.3% per level |
Mage General[ | ]
Rogue / Mage[ | ]
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.
Notes[ | ]
Old Version:The Trap Master[ | ]
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.