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Rogue FAQ

By Ivalicious April 09, 2011, 07:44:43
The Birth of a FAQ...

Your Purple Piwin feels at home in this area, and its bonuses have temporarily increased by 100%.
The fight has ended.
Ping...
Pong 1834ms !
Ping...
Pong 2098ms !
Ping...
Pong 1939ms !

...I got this lag before and after responding to a Rogue question, while running a test at the dojo to answer the question.

Really annoying.

So I find myself writing a Rogue FAQ instead! Very exciting, right? Zzz. I'd rather be playing on lag-less internet, but let's forget about that for now.

...Rogue? Seriously? Why play one?

Honestly, it's a fun class -- a very fun class, in my opinion -- and perhaps the most tactical class the game has to offer. Your most effective attacks will depend on balancing your cooldowns and being able to predict (or dictate) your enemies' movements. As a Rogue, you have some of the strangest spell AoE's in the game, which - along with your couple of 'teleport' spells (Dirty Trick and Roguery) - can make you a most unpredictable character. You might seem straightforward with your bomb arsenal, but the truth is that you're very tricky and cunning!

The Rogue isn't honestly for everyone, though -- the tactical aspect of effective Rogue use is likely to keep even the most experienced Rogue players engaged for as long as they play. Some players won't appreciate this, because they prefer traditional (simpler) classes and their easygoing click-and-hit gameplay -- which is fine, really; the traditional classes are what Dofus was built on. Maybe we don't always want to be faced with spatial strategies in every fight -- and it is truly challenging to arrange bombs for maximum effectiveness while keeping them alive, especially when your enemies can push or attract them. You have several tools for bomb manipulation at your disposal, but paying close attention to their cooldowns and cast-per-turn limits is necessary. A real Rogue is always aware of his/her surroundings, on guard and ready to take advantage of defensive weaknesses!

Um... okay. So what are the pros and cons of this class, exactly?

To put it simply: many of the 'pros' are also 'cons'. (No, I'm not saying that the best Dofus players are scammers! Geez!)

Example: One of the best current things about the Rogue is its new-ness and unpredictability. While it can be entertaining for your teammates, it can also be frustrating to those who don't understand how your class works. It can be frustrating for you too -- especially when they stand next to the bomb(s) that you'd planned on exploding, or standing in your odd LoS/AoE.

Pros: Excellent soft caps in all stats; tremendous (3600+) damage from bomb combos; two (and a half*) 'teleportation' spells; worthwhile spells for all ranges; strategic battles; ability to buff self and allies; nearly impossible to lock; fair map manipulation skills

Cons: Spells are only three elements (air/fire/water); bomb combos can be difficult to orchestrate to their full potential; each element is mostly limited to a single range (air - long range, fire - medium range, water - short range); battles require actual thinking; relatively few (and limited) ally buffs; anti-locking abilities can sometimes cost AP equal to AP lost from dodgelock; map manipulation may leave little AP left for other spells

Review of Rogue Spells

Here's a list of all of the Rogue spells, followed by my personal opinions about each of them.

Detonator - It blows up bombs for 1 AP. Surprise, surprise! The 1-8 range at L.6 is nice, and modifiable. Be wary of range reduction, of course. This is a must-level spell for every Rogue. You could get by without leveling it, but... why make life hard for yourself? Don't be a dumbass, level it!

Extraction - This isn't a spell that makes other classes jealous, that's for sure -- just a linear fire steal spell with unamazing damage. It's limited to 1 cast per target per turn, and 2 casts per turn - 4 AP per cast. It also has a minimum range of 2, and is non-boostable. If you're a fire-based Rogue, you'll want to level this spell because it represents half of your non-bomb spell arsenal. If you're int-hybrid, you might only consider leveling this spell if you can't find a decent weapon with steals.

Explobomb - It goes boom! It's a bomb! Duh. This is a no-brainer to level for fire-based Rogues, and worthy of consideration for other builds. There just might be a situation where a cha/agi Rogue will want to cast a third bomb in a single turn -- blocking enemy LoS or movement, for example. It also provides a dmg% boost for allies when they're in Kaboom state. When two Explobombs are linear to each other with 1-4 cells between them, these will create a... firewall, and protect your computer from viruses. Lololol. The fire wall will damage any allies or enemies on the line when it appears, and also damage any allies or enemies who start and/or end their turns on the wall.

Kickback - It's a 2 AP spell that knocks a bomb away from you in a linear motion. It's pretty mandatory to level for all Rogues, because it's so useful for combo bonus stacking, bomb placement, and the occasional ally push/buff (+18-20 damage to that ally, for 1 turn). Level it, use it, love it! It only kicks the bomb 1 cell further than you'd normally be able to cast it, however.

Roguery - Never fails to amuse! It's a pretty handy and odd teleport spell. The recent update got rid of Roguery's LoS restriction, so now you can happily teleport up to 6 linear squares away (when maxed at L.6) with a 5-turn cooldown. You also get 'illusion' Rogues (2 of them) which appear on spaces where you could have teleported to, which helps confuse AI and human opponents! Sometimes, the illusions pop up in places where you're not likely to have teleported to, but hey -- it's still a 4 AP teleport, and the illusions 'die' at the start of your next turn, anyway. Some additional things to know about Roguery: The 'real' Rogue can be carried by a Panda, but an illusion will remain where the Rogue had been picked up! The 'illusions' will be destroyed if they are targeted by enemy damage or debuffs -- but not if they receive enemy buffs. (Greed, for example, gives +150 str/int to all characters on the battlefield - and does not destroy Rogue illusions. However, Mass Clumsiness (-1 to -3 AP for 3 turns) will destroy Rogue Illusions. Roguery also ends your turn, so use it wisely. If you can't use it wisely, use it anyway! It's a helpful self-movement spell, and should be leveled by all Rogues. Also (with the recent update), Rogue 'illusions' can dodgelock enemies (but they 'die' after locking).

Grenado - It's the air bomb! If you're an air Rogue, level it! If you're not, level it anyway -- perhaps not immediately, but at some point. This air bomb deals a bit less damage than a fire bomb, but it does a -2 MP (dodgeable) effect on all enemies and allies it hits. With Kaboom, your allies will be immune from the damage and recieve a +1 MP (1 turn) bonus for each air bomb they are 'hit' with. The air wall created by these bombs (created when two air bombs are linear to each other with 1-4 cells between them) will damage any allies or enemies on the line when it appears, and also damage any allies or enemies who start and/or end their turns on the wall... with -2 MP (dodgeable) added in all of those instances.

Magnet - This spell attracts bombs, allies, and enemies. Bombs can be pulled 6 cells, but allies and enemies can only be pulled 1 cell. It's linear, costs 2 AP, and is 1/target, 2/turn. It also heals bombs and allies, but the ally-heals are much weaker than the bomb-heals. This spell has modifiable range. It's a fairly handy spell, especially for fire Rogues who can easily heal their bombs to full HP. The 6-tile bomb attraction can be a bit much to deal with, as you might pull your bomb past your intended target -- yet, the (maxed) 6-tile bomb attraction means that Magnet's range is maxed, as well; helpful! Probably not necessary to max, but any spell points spent on Magnet are well-used. Note: you can attract "Unmoveable" bombs (under Powder's effect).

Boomerang Daggers - This spell is known and feared for its odd AoE shape (like a "V" that points away from you). It's a 5 AP linear spell which has modifiable range and requires LoS. This spell was only castable once-per-turn, but that (thankfully) changed; it's limited to 2 casts now. The damage is decent - not great, not awful. Air-based Rogues will surely want to level this one, because it's one of their two main element spells.

Dirty Trick - Great spell, fun name! At L.6, this has 1-6 range (modifiable). It's a great spell because it's one of your "two and a half*" teleports, and it allows you to swap places with a bomb -- great for setting up combos, advancing/retreating. Only 3 AP! It's a must-level spell.

Deception - The first water spell. It is 4 AP, does decent damage and -1 AP (dodgeable). It targets every cell in the '2 range' area, kind of a square (or diamond) shape around the Rogue. It's a bit unwieldy to use, due to the odd AoE -- you can use Kickback or Magnet to set up enemies, but unless you start your turn with 10 (or more) AP, you can only cast it once. It's a decent way to hit a crowd of surrounding enemies, especially if you have the dodge stat to move into place without losing AP from a lock. It will deal more damage than a Water Bomb, but at the expense of a different "doughnut" AoE and less -AP to them. It's not the Most Awesome Spell Ever, but water-based Rogues will surely want to level it -- especially those with single-target weapons, as this spell can compensate for AoE-lacking close combat somewhat.

Water Bomb - What's a chance Rogue without a Water Bomb? Dreadfully dull, I venture to say! Now I paste and edit lightly: This water bomb deals a bit less damage than a fire bomb, but it does a -2 AP (dodgeable) effect on all enemies and allies it hits. With Kaboom, your allies will be immune from the damage and recieve a +1 AP (1 turn) bonus for each water bomb they are 'hit' with. The water wall (created when two Water Bombs are linear to each other with 1-4 cells between them) will damage any allies or enemies on the line when it appears, and also damage any allies or enemies who start and/or end their turns on the wall... with -2 AP (dodgeable) added in all of those instances.

Pulsar - It's... the other fire spell! It does heavy damage for 4 AP (3-6 range, all levels), but relies on your remaining MP for that. If you start your turn with 4 MP, move 1 cell, then cast Pulsar, it will deal 75% of its max damage. If you start your turn with 4 MP, move 2 cells, then cast Pulsar, it will deal 50% of its max damage. Notice a pattern? The damage is based on your remaining MP percentage. If you start your turn with only 1 MP, don't move, then cast Pulsar, it will hit at 100% damage because you haven't used any MP. If you move a cell and go to 0 MP, it deals 0 damage. (Also 0 damage if you start your turn with 0 MP.) You will lose -10 MP when you cast it, which makes the 'one cast per turn' restriction redundant; why would you cast it twice if you deal 0 damage the second cast, anyway? After casting Pulsar, you should still have enough AP left for a Dirty Trick, a LoS-blocking bomb, or Roguery. Don't leave yourself wide open! This spell will undoubtably appeal to fire Rogues.

Powder - *snort* Um. This spell makes bombs "unmoveable". You can move an "unmoveable" bomb with Dirty Trick or Magnet, but you can't knock it anywhere with Kickback. Your allies and enemies won't be able to move it. There's a fun 'side effect" of Powder: if the targeted bomb dies from an attack, it will automatically detonate -- and gets a +70% combo bonus, as well (L.6). The 'combo damage' bonus from Powder only activates if the bomb 'dies' from HP loss. You have 2 turns to activate this effect -- but hopefully, your enemies will do it for you, instead! Simply detonating a bomb does not activate Powder's 'combo damage' bonus. Powder has a 2-turn cooldown with 1-8 (modifiable) range for 1 AP. It's a useful spell, but perhaps not a spell that needs to be leveled quickly.

Remission - This is an odd spell - pure support, map manipulation. It's 3 AP and 0-6 (modifiable) range with a 2-turn cooldown (at L.6). The target gets 2 turns of the "Suppression" state, where any characters which attack the target from an adjacent cell are pushed back 2 cells (linear). It's good to cast on an enemy which is locking you or some of your allies; they can spend 2 AP (Leek Pie) to get knocked back and unlocked. You can cast it on yourself to force melee-attacking-enemies away from you (they'll have to waste MP to run up and hit you again, if they have enough MP). You can also cast it on a bomb, which will also 'repel' its adjacent attackers. A decent spell, but situational. Level it at your leisure!

Carbine - "Can only be cast diagonally"? Yep! If there aren't any obstacles in your way (and have decent +range in your set), you can hit across an entire map. This is because 'diagonal' range counts cells which are linked by corners -- not by sides. So the 1-8 base range (modifiable) at L.6 is more like 1-16 range, and it hits fairly hard for a 4 AP spell. It's a 3-cell AoE, perpendicular to the diagonal casting line; you target a cell, and the AoE hits that cell and the two cells on either side of your target. Like... I, where the "I" is your casting line and the "-" is the AoE... but it's all diagonal. It's the Rogue's second air spell, but also handy as a long-range attack for other builds.

Last Breath - This 3 AP spell will buff all bombs and allies in its 'circle of 9 cells' AoE (that's pretty big!), but your Rogue will lose 50% of his/her maximum vitality for the current and following turn (2 turn effect). At L.6, it gives a 35% combo bonus to all bombs gives a 60% damage buff to all (non-bomb) allies. You'll 'heal back' the HP you lost from casting this spell 2 turns later, but it's still a bit risky for big fights. With 3 bombs out, this spell can add 105% damage to the combo bonus -- a pretty significant damage boost. There are other ways to buff bombs (and allies), however -- so I wouldn't consider Last Breath to be an extremely important spell. You'll probably want to level it eventually, but not right away.

Countdown - Countdown is fun, even if it's not always your best option to use. It has a mere 1 AP cost, 1-6 modifiable range, 1/target and 2/turn, and doesn't rely on LoS. (I speak of the L.6 version.) You can target bombs and allies with Countdown... well, you can target enemies, too - but the spell will have no effect. When you target a bomb with Countdown, the bomb will detonate at the start of your next turn -- with a nice 50% combo damage. The rough part is making sure (or at least hoping) that the bomb actually hits an enemy when it detonates. When you target an ally with Countdown, that ally gets a +18 damage (1 turn) bonus - or +20 damage on a crit. Yes, you can buff an ally for +40 damage (1 turn) with 3 AP if you use Kickback and Countdown on them. This might not be an essential Rogue spell, because your enemies have a turn to run from your bomb before it explodes. Yet, it's a very inexpensive ally buff -- so Rogues who play in teams often will probably appreciate it (or at least their allies will!).

Overload - This is strictly a bomb buff -- but it's not just a bomb buff, it's an AoE bomb buff... which (unlike Last Breath) doesn't have a penalty! This spell costs 3 AP; at L.6, it has 1-6 range (modifiable) and a cooldown period of 3 turns. It's linear and has AoE described as "circle of 2 cells". In simple terms, the AoE is the same size of a bomb explosion. This spell (again, at L.6) gives the targeted bombs an 18% damage combo bonus (2 turns) each time they are attacked. Those bombs will deal some nice damage... if they aren't killed before they can detonate, that is. Make sure you have plenty of HP to prevent your bombs from dying easily, before they can make use of that combo bonus. Although the cooldown is relatively short and the combo bonus is nice, you probably won't find yourself casting this spell often. You'll probably want to max it eventually, but won't be in a hurry to do so. Too many other spells are screaming your your attention (and spell points).

Blunderbuss The water-based Rogue's second spell.. finally, at L.90. This spell is described as "cone shaped", but it's more like a "T" with the bottom pointing toward you. It has 1-3 range, a linear casting line, and costs 5 AP at all levels - as well as a 2 cast/turn limit. Blunderbuss deals decent damage, but is more well-known for its 'secondary ability': 25% permanent damage taken (1 turn) to whoever it hits (30% permanent damage on crits). Generally speaking, two casts of this spell - combined with 1000 damage - will lower an enemy's max hp by 500 hp. It's most useful against enemies which heal themselves often, so it's situational. Water-based Rogues will definitely want to level it, even if it's just to have another non-bomb attack available. Other builds will probably pass it up, and rightfully so.

Kaboom - Ahh, the L.100 spell! At L.5, this has a cooldown of 4 turns. (I mention L.5, because L.6 is at L.200 and probably a long ways off.) You gain 1 range per level (starting at 0), while the range is modifiable. For 4 AP, you get a 5-cell (hammer-shaped) AoE, in which the targets (Rogue and allies only) become immune to bomb damage. Not only are the targets immune to bomb damage and AP/MP loss from bombs, but they gain stats from detonated bombs instead! This spell lasts 1 turn on allies, and 2 turns (including current turn) on the Rogue. Rogue/allied targets will gain 140% damage (1 turn) for each fire bomb they are hit with, +1 MP (1 turn) for each air bomb they are hit with, and +1 AP (1 turn) for each water bomb they are hit with. Kaboom is a useful spell; you may not cast it every battle, but you'll enjoy its benefits when you do. Level it when you are able, and buff 'til you (or your enemies) drop!

Rogue Dopple - Well, you made it to L.200! So why not level your Dopple? Its three known spells are Boomerang Daggers, Extraction, and Deception. There's a 4th spell, but information about it hasn't reached my ears yet. Or eyes.

Boombot * - This is the reason why I say Rogues have "two and a half" teleport spells! Boombot can push/pull anything up to 6 cells. You control the Boombot, and you can choose how far you want to push/attract things. You can also use Boombot to detonate your bombs! This costs 4 AP to summon at L.6, and has a 3-turn cooldown... with 4 AP and 9 MP. Boombot's low AP is a bit constrictive; you only have enough AP to do 2 actions (Exhale = push, Inhale = pull, Detonate = ...wait, do I really need to explain?), so use your AP wisely. You can only cast Detonate once per Boombot, however. Despite Boombot's low AP, it rocks and is possibly your best bomb-manipulating tool. The push/pull effects are like the Sram's Fear: you stand in linear range of your target, and choose the cell you want to push/pull your target to. (You can only 'Exhale' targets which are adjacent to you, but that's not a problem with 9 MP.) Note that Boombot is automatically in 'Rooted' state, so it can't be locked at all. Also note that it has 1 HP, regardless of its level -- so don't count on it to survive a trip through one of your 'bomb-walls', and for the love of God, do not cast it on a damage-dealing glyph! ("But it dies at the end of the turn, anyway!" Right. You're an idiot.)

So, how do bombs, bomb walls, and bomb combos work?

Ugh. Must you ask such difficult questions?

Bombs - Alright: bombs are bombs, and they do not count as summons. Like Cawwot (spell), they don't have a turn in the "initiative line" -- they just sit where you place them, until a Rogue, ally, or enemy moves them. These 'summons' which don't get turns are often referred to as "static summons".

A bomb's HP is determined by your +HP bonus -- not your max HP. My Rogue has 1146 HP while 'naked' at L.199 (1045 'normal', and 101 scrolled) -- and his bombs have 30 HP while he's naked. In his normal set, he has 3485 HP (1045 normal + 101 scrolled + 2339 from equips) -- and his bombs have 498 HP. By using a mount and some higher +HP equips, I've been able to get his bombs up to 560+ HP.

A bomb's damage has nothing to do with the bomb's HP, but high HP helps keeps the bombs alive -- which is useful, of course, until you want to detonate them.

Allies and enemies are capable of moving bombs; they can be pushed, attracted, transpo'd, coop'd and carried.

Bomb Walls - Bombs create 'walls' when two same-element bombs are linear to each other, with 1-4 cells between them. Yes, this means that adjacent bombs (right next to each other) won't create walls, nor will walls be created if the bombs are too far apart (more than 5 cells).

The effect of the wall depends on the element of the bombs used: fire-bomb walls deal relatively high fire damage; air-bomb walls deal lower damage and a (dodgeable) -2 MP effect to any allies/enemies on the wall; water-bomb walls deal lower damage and a (dodgeable) -2 AP effect to any allies/enemies on the wall.

The damage (and -AP/-MP effects, if applicable) occur when a character (enemy or ally) starts its turn on a wall, when a character ends its turn on a wall, and/or when a wall appears under a character (as a result of the wall being created).

The wall is "broken" if one of the bombs is moved out of the '1-4 cells' linear range or detonated/killed.

'Combo damage' bonuses on bombs do not affect wall damage. The wall is similar to a Feca's glyph, where the amount of damage dealt (and -AP/-MP lost) is dependent on the Rogue's stats - not the bombs'. (If you want to buff your wall, buff the Rogue - not the bombs!)

graydoo|Apr 9 2011, 01:42 AM
You missed walls activating when an ally/enemy enters them. It will also stop pushed/pulled people when it activates.


Thanks, Graydoo! happy

Bomb Combos - Bombs can gain 'combo damage' in a few different ways:

- Bombs gain a 'passive' bonus each turn they are out; these passive bonuses are in 25% increments, but cannot exceed 75%. When you cast a bomb and end your turn, the bomb will gain "Combo : +25% damage (1 turn)" if that bomb is still alive at the start of your next turn. A turn later, the bomb will get "Combo : +50% damage (1 turn)". Another turn later, the bomb will get "Combo : 75% damage (Infinite)" -- and that's the max.

- Bombs can gain combo damage bonuses from the Rogue's bomb-buffing spells, such as Kickback, Overload, Countdown, Powder, and Last Breath.

- Bombs gain a 'same element' combo bonus when detonated with other bombs of the same element, at a rate of 40% per additional bomb. For example, two air bombs detonated together will add a 40% combo bonus to each of those bombs; three air bombs detonated together will add a 80% combo bonus to each of those bombs. This 'same element' bonus cannot exceed 80%, because that would require more than three bombs to be detonated simultaneously -- and you can't have more than three bombs out at any given time. Also, you cannot detonate another Rogue's bombs; those bombs will only take damage (instead of exploding) if one of your bombs is detonated nearby. (The exception to this is if the other Rogue's bomb has the "Powder" effect on it, which will cause the bomb to automatically detonate when it dies from being damaged.)

A Rogue player should understand how combo damage works -- it works differently than normal damage% stats when a detonation 'chain' occurs. A detonation 'chain' is simply the act of one detonating bomb causing other nearby bombs (1-2 cells away) to also detonate. When this 'chain'of detonated bombs occurs, it's a 'combo' -- and all bombs in a chain 'share' their combo bonuses with each of the other bombs.

For example, a Rogue casts an air bomb, then casts a water bomb and kicks it next to the air bomb (with Kickback spell), adding a 40% combo damage bonus to the water bomb -- then uses Detonator on either bomb. Since the water bomb has a 40% combo bonus, both bombs get a 40% damage boost when they explode. In green chat, it will look like this:

Rogue casts Grenado.
Rogue casts Water Bomb.
Rogue casts Kickback.
Water Bomb: Combo : +40% damage (2 turns)
Water Bomb:-100 HP.
Grenado:-50 HP.
Combo: +40% explosion damage
Rogue casts Detonator.
Water Bomb casts Roguish Downpour.
Grenado casts Roguish Tornado.
Poutch Ingball:-221 HP.
Poutch Ingball:-226 HP.
Grenado is dead.
Water Bomb is dead.

Without the Kickback (or any other combo bonuses), it would be less damage:

Rogue casts Water Bomb.
Rogue casts Grenado.
Rogue casts Detonator.
Grenado casts Roguish Tornado.
Water Bomb casts Roguish Downpour.
Poutch Ingball:-162 HP.
Poutch Ingball:-176 HP.
Water Bomb is dead.
Grenado is dead.

Combo damage comes from the three different ways, as I stated earlier: the passive bonuses, the 'Rogue spell bomb-buff' bonuses, and the 'same element' bonuses.
All of these combo bonuses are added to each bomb in the 'chain'!
Here's a short example, with one 'passive' (25%) bonus, one 'bomb-buff' bonus (Kickback, 50%), and one 'same element' bonus (40%):

Metrogue casts Water Bomb.
Water Bomb: Combo : +25% damage (1 turn)
Metrogue casts Water Bomb.
Metrogue casts Kickback. Critical hit!
Water Bomb: Combo : +50% damage (2 turns)
Water Bomb:-160 HP.
Poutch Ingball:-80 HP.
Combo: +115% explosion damage
Metrogue casts Detonator.
Water Bomb casts Roguish Downpour.
Water Bomb casts Roguish Downpour.
Poutch Ingball:-395 HP.
Poutch Ingball:-410 HP.
Water Bomb is dead.

The "Combo: +115% explosion damage" is the result, and is applied to both bombs.

Taking the combo damage bonuses a few steps further, we get:

Metrogue casts Kickback.
Water Bomb: Combo : +40% damage (2 turns)
Water Bomb:-180 HP.
Water Bomb:-90 HP.
Metrogue casts Kickback. Critical hit!
Water Bomb: Combo : +50% damage (2 turns)
Water Bomb:-132 HP.
Poutch Ingball:-66 HP.
Water Bomb: Combo : +75% damage (Infinite)
Metrogue casts Kickback. Critical hit!
Water Bomb: Combo : +50% damage (2 turns)
Water Bomb:-72 HP.
Water Bomb:-36 HP.
Metrogue casts Kickback.
Water Bomb: Combo : +40% damage (2 turns)
Combo: +485% explosion damage
Metrogue casts Detonator.
Water Bomb casts Roguish Downpour.
Water Bomb casts Roguish Downpour.
Water Bomb casts Roguish Downpour.
Poutch Ingball:-1117 HP.
Poutch Ingball:-1076 HP.
Poutch Ingball:-968 HP.
Water Bomb is dead.

That's four Kickbacks (two 40% and two 50% crits - total 180%), maxed 'passive' bonus on three bombs (3x 75%, or 225% total), and a 'same element' bonus for three bombs (80%). Total - "Combo: +485% explosion damage"

With other buffs (like Last Breath and Overload), combo bonuses can reach (and pass!) 600% damage. This can be difficult to set up in a real battle, of course -- your bombs may be moved too far from each other or killed. That's just a part of the Rogue player's challenge!

So... there are only three ways to buff bombs? Passive bonus, same-element bonus, and Rogue spell-buffs?

No! There's another way to buff bombs!

When the Rogue is buffed, the Rogue's bombs are also buffed.

If an Eca casts Wheel of Fortune on a Rogue, the Rogue and all of the Rogue's bombs get the 200% damage bonus.
If an Iop casts Compulsion on a Rogue, the Rogue and all of the Rogue's bombs get the +9-16 (+11-18 crit) damage bonus.
If an Enu casts Greed, the Rogue and all of the Rogue's bombs get the +150 str/int bonus -- and the bombs which are already out get Greed's bonus, as well.
With 'global' buffs (like Greed), all of the bombs which are already out get their share of the 'global' buff and are affected by the Rogue's global buff. Any 'new' bombs played (after the global buff is cast) only benefit from the Rogue's buff -- they were too late to get their own.

All of the crap you've written so far is very tedious to read and difficult for me to understand. Can you simplify things a little?

No.

What's the best Rogue build?

Pure strength! Be a pioneer!

Seriously, though -- a Rogue has no strength spells, and is fairly balanced in the other three elements (fire/air/water). With a 'pure' build, you have limited attack options; with a hybrid build, you'll hit a bit weaker. Rogues can function decently as 'powerhouse'-style pure-build characters, but I prefer hybrid because I am a Crackler-Dungeon-visiting masochist... or like a bit of variety in my spell arsenal, or something along those lines. I just find the array of bomb abilities (raw damage, -AP, -MP) too useful to stick with only a single aspect. Any combination of fire, air, or water is probably viable -- as long as you're willing to scroll all of those spells and dedicate yourself to playing well.

A pure int build will excel in damage output and offer the arguably best support play -- with the ability to use healing weapons effectively, heals from Magnet, and the usual support spells.

A pure agi build will always find a way to lock opponents, and should have no problem moving through enemy lines to get AoE; your +MP buffs (from Kaboom) will have you and your allies zipping along the battlefield.

A pure chance build is a bit "Kung Fu Xelor" style -- all about -AP and dealing close range damage, with enough raw power to compensate for a lack of defensive measures that Xelors possess.

If you should opt for air or water hybrid, some +wis will definitely come in handy for the -MP/-AP abilities. You stretch your stats a bit thin, but it's a good trade-off.

That's it... for now.

I'm pretty busy with work these days, so consider this FAQ to be a "Work in Progress". I'll write more when I'm able.

In the meantime, feel free to throw some questions at me --- it's not really a FAQ if there aren't any real questions, right?

Also, folks are free to point out spelling/grammatical/other errors... just as long as you're not completely anal about it, anyway.

Knowledge, tricks, and tips from other Rogue players are always welcome; feel free to contribute.

Thanks! smile

Oh, and finally:

When the Rogue is buffed, the Rogue's bombs are also buffed.


This is what happens when a L.200 Iop buffs a L.199 Rogue (and then stands in the AoE of one of the bombs, loool) ---



(I think Mr. Jiri was too entertained by the huge red numbers to notice the imminent danger, but that happens to us all! ...Right?)
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Excellent wall of text, mate. Answers just about all questions I had. f I am considering making more than one Rogue, I'll have to work with powder a bit to use bombs of all. Did I understand right that powder can combine bombs of several Rogues?

As for typos, search for 'movies'. biggrin 

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Score : 445
Blimy|2011-04-09 09:41:37
Excellent wall of text, mate. Answers just about all questions I had. f I am considering making more than one Rogue, I'll have to work with powder a bit to use bombs of all. Did I understand right that powder can combine bombs of several Rogues?

As for typos, search for 'movies'. biggrin

Thanks! smile

Rogue bombs are not compatible with other Rogues' bombs -- it's unfortunate, but it keeps the bomb system from being too overpowered. I don't think 'Powder' affects this, but could be wrong -- I'll test later.

Thanks for pointing out 'movies', too! Good eye(s)! smile 
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That is amazing. Before Rogues were out I didn't have a main character, I used to change classes too often, but now I believe I have found the right class for me. I still keep changing, but builds, and not classes!

I love Boombot, it's the most useful spell I've ever seen, it can be used in many different ways. The best part of it is when someone doesn't know that this little guy is controlled by you XDDDD

I am still getting used to the class even after playing 159 levels with it as a main account, never went full wisdom. The hardest and the thing I am still learning is to predict monsters moves to set up combos easily. Rogues are fine the way they are now, the spell that remains a bit useless is remission though. I never use it, it could be replaced by something more interesting, maybe another summon that would help with bomb placement and enemies distraction. The distraction is essential, I noticed yesterday that having Cawwot and Chaferfu leveled would help with bomb placement but our highest problem is the lack of spell points :/

Very nice guide!

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Remission is a spell that I could see work in a group environment. Imagine yourself with an Eni in a team. You place a wall just ahead of you and in the back of an enemy. Then you finish your turn so that you are one or two lines away from the wall, facing a gap in it. The Eni pushes the monster that is between you and the wall so it only takes one or two steps to hit you smack in the face and subsequently is being repelled and slides into your wall.wink

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Hey mate, love the FAQ! Was wondering if I could use a lot of its information as a basis to updating all the currently outdated information about the rogues' spells and bomb mechanics that are on wiki? I would be copying and pasting a lot with a few edits here and there.

Let me know.

Thanks! biggrin 

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Score : 440
J1RG|2011-05-09 19:40:47
Hey mate, love the FAQ! Was wondering if I could use a lot of its information as a basis to updating all the currently outdated information about the rogues' spells and bomb mechanics that are on wiki? I would be copying and pasting a lot with a few edits here and there.

Let me know.

Thanks! biggrin

I updated everything yesterday and today. The spell infos and descriptions have been updated and corrected. The Notes sections have been fleshed out and updated. It would be good if someone else's eyes could look over it to see if I missed anything. What I haven't done yet is the Bomb page, which talks about bombs in general. I'll do this soon if nobody beats me to it. Also The range of the Boombot's spells presumably increase by one with each level. I filled it out for level 3 but didn't want to guess the rest so if someone has different levels of boombot could they check and update please?
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Score : 1549
punctured-lung|2011-05-14 17:16:32
J1RG|2011-05-09 19:40:47
Hey mate, love the FAQ! Was wondering if I could use a lot of its information as a basis to updating all the currently outdated information about the rogues' spells and bomb mechanics that are on wiki? I would be copying and pasting a lot with a few edits here and there.

Let me know.

Thanks! biggrin

I updated everything yesterday and today. The spell infos and descriptions have been updated and corrected. The Notes sections have been fleshed out and updated. It would be good if someone else's eyes could look over it to see if I missed anything. What I haven't done yet is the Bomb page, which talks about bombs in general. I'll do this soon if nobody beats me to it. Also The range of the Boombot's spells presumably increase by one with each level. I filled it out for level 3 but didn't want to guess the rest so if someone has different levels of boombot could they check and update please?

Thanks!

I'll try and go through it all and fix/edit a few summaries on the class, spells, and bomb pages as well. Along with some new screens of how bomb-walls currently work.
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Thanks guys, much appreciated.smile

So far I have been playing my Rogue as a passive character because my other characters are way higher levels. However, I have to say that Last Breath is a very neat spell if the Rogue can hang back and thus does not sustain too much damage. The good thing about it is actually the second cast if you use it continuously because it will actually 'kind of' gain HP because 50% of 50% loses less than the gained 50% of the first cast.wink

Kaboom also makes out to become a fabulous spell. Just imagine three Explobombs going off, not only dealing high damage to the opponent but also buffing your locker 3x140% dmg. ohmy:blink: That'd be 420% + 50/60% of Last Breath ... who needs stats?laugh 

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