I can make it through trollomir, and then the dwarfen ruins. However I am always killed in Kol-Run ruins (or something like that).
I play mostly with cornac and I try to put talents into dual wepons training and defense, dual strike, lacerating strikes and accuracy and dagger mastery.
I consider stealth not really worth it (though it is on turn-on auto). Is this true ?
Also, I never have an escape option. I usually get some stick which says that it teleports me to a world map, however when I click it, it never does anything (except wasting my turn). Am I using it wrong ?
Please spare some tips for a newb rogue, thanx.
How to be good with rogues ?
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- Uruivellas
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Re: How to be good with rogues ?
This stick (the rod of recall) is not intended to be an escape option. It is just to avoid the tedious climbing back to the worldmap in the different dungeon. Its activation time is very high (~40 turns) and is useless in a dangerous situation.Also, I never have an escape option. I usually get some stick which says that it teleports me to a world map, however when I click it, it never does anything (except wasting my turn). Am I using it wrong ?
A rune or a torque of teleportation would be much better in terms of escape.
For the rest, I am also very bad with rogues. It is one of the weaker classes IMHO, and I never succeeded to go very far with them. So I am afraid that I cannot help.
Re: How to be good with rogues ?
Learned from brief moments with rogue:
Stealth is your only defense, but it's kind of a all-or-nothing investment. It requires 5/5/1/5 investment to be really effective.
As for talent investment, dual weapon defense is a one point wonder. But, the rogue's other form of offense is the status effect stun. Stun reduces damage output and action speed. Dual weapon strike and dirty fighting cause stun, so it's best to keep the stun status on the enemy at all times.
Escapes are one of the most important things. Movement infusions and teleport runes are regarded as the best escapes. Movement infusions give you a burst of speed for one turn, allowing you to reposition. Teleport runes randomly teleport you and have a propensity to put you in an equally bad situation. Each of these would take up a inscription slot, of course.
All of rogue's talent trees are pretty decent, but none of them are great either. Just be careful and try and find some way of magically scouting the area out (Track, earth's eyes, arcane eye, etc.).
Stealth is your only defense, but it's kind of a all-or-nothing investment. It requires 5/5/1/5 investment to be really effective.
As for talent investment, dual weapon defense is a one point wonder. But, the rogue's other form of offense is the status effect stun. Stun reduces damage output and action speed. Dual weapon strike and dirty fighting cause stun, so it's best to keep the stun status on the enemy at all times.
Escapes are one of the most important things. Movement infusions and teleport runes are regarded as the best escapes. Movement infusions give you a burst of speed for one turn, allowing you to reposition. Teleport runes randomly teleport you and have a propensity to put you in an equally bad situation. Each of these would take up a inscription slot, of course.
All of rogue's talent trees are pretty decent, but none of them are great either. Just be careful and try and find some way of magically scouting the area out (Track, earth's eyes, arcane eye, etc.).
A little bit of a starters guide written by yours truly here.
Re: How to be good with rogues ?
Not entirely. Most of the really dangerous situations are known (Vaults). Meaning you could deliberately use the rod, burn the cooldown down until it's 5-10 rounds and then open the door knowing no matter how bad it is you only need evade and survive that long before escaping and approaching the enemy horde more carefully or just leave it.ghostbuster wrote:This stick (the rod of recall) is not intended to be an escape option. It is just to avoid the tedious climbing back to the worldmap in the different dungeon. Its activation time is very high (~40 turns) and is useless in a dangerous situation.Also, I never have an escape option. I usually get some stick which says that it teleports me to a world map, however when I click it, it never does anything (except wasting my turn). Am I using it wrong ?
A rune or a torque of teleportation would be much better in terms of escape.
For the rest, I am also very bad with rogues. It is one of the weaker classes IMHO, and I never succeeded to go very far with them. So I am afraid that I cannot help.
For unexpected dangers though some form of lower delay is absolutely required though.