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~Rogue Builds~

By ohasac - FORMER SUBSCRIBER - October 26, 2018, 23:00:26

                                                                    Dofus Rogue guide
   With all the recent ‘Big’ updates to Dofus, Online guides for rogues have fallen well behind over the past few years. Hopefully I can put enough details in this new guide to help everyone with a passion or curiosity for the strategic mercenary’s that answers most of your questions! So without further ado!! . . .

                     #A few side notes worth learning before we really get started-
*(I will be listing the “~original spells” first, then immediately fallow with “/variants”.)
*Bombs do block LoS*
*Bombs can be cast directly on a target, making a weak 3AP Area of effect (AoE) attack.
*Combo Bonus damage is added similarly to final damage, but before resistance.
*Bombs do not have a turn, or appear on the turn order line, meaning that they are un effected by glyphs that apply at the start and/or end of there own turns.
*You can only have a max of 3 Elemental Bombs out at a time, and when that limit is reached you can no longer cast any of the elemental Bombs until there is less than 3 again.
*When Bombs are detonated, or cast on a target directly, there damage is done in an AoE of two.
*Any Bombs within the AoE (Area of Effect) of another detonated bomb also detonate.
*When Bombs of the same element are in a line no more than 6 cells apart they create a Wall that damages any entities starting or ending on it. Walls can only inflict damage and de buffs once a turn unless the entity on the wall uses there own MP on it, or other movement spells on it. Teleporting opponents on a Wall does not do damage, but the entity will take damage on the start of their turn.
*When Bombs of the SAME element are in a line no more than 6 cells apart (linked) they share there Combo bonus damage through the Glyph line. This means if one bomb with 60% Combo bonus damage is linked to another bomb of the same element with 40% Combo bonus damage, they now both have 100% Combo bonus damage unless they become un linked again.
*Any Bombs detonated by being within other detonated bombs AoE also share all of there Combo bonus damage regardless of there elements.

. . . The general spells!

 ~Elemental bombs: The Elemental Bomb spells are your main attacks, and can only be cast once per turn each element! They are 3AP with 6 none adjustable Line of sight (LoS) required Range. When the spell is cast, you Summon a bomb (does Not require +Summons) of 1 element with 28HP(+25% of your Vitality), and 0 resistance, to the field. The bombs themselves gain *Combo Bonus Damage* each turn after they are summoned for 3 turns........................................
 /Latent Elemental Bombs: Latent Bombs can be cast Twice a turn each element. They are 2AP, with 6 none adjustable, NONE LoS Range. When this spell is cast, you spawn a glyph on the field that will spawn a bomb on that glyph next turn with 60% Combo bonus damage each. If any entity is on a glyph when the spawn turn happens, that entity get's a 'sticky bomb' attached to them. This bomb does 30-34 damage once detonated in the casters strongest element with an AoE of 2 cells....................................................................................................................................

 ~Detonator: A 1AP LoS spell with high Range that detonates Elemental Bombs............................
 /Fuse: Also a 1AP LoS spell with high Range that detonates Elemental Bombs, but the explosion no longer does damage to any character, does not de buff, and can Not apply buffs with Kaboom. After detonation your character is granted 3AP..........................................................

 ~Powder: A 1AP LoS spell with high Range that puts Bombs in the “un movable” state for two turns. When the Bombs hp drops to 0 in this state, the bomb is then detonated with a bonus of 70% Combo bonus damage..................................................................................................................
 /StickyBomb: A 3AP LoS spell with 6 range(adjustable). This spell may be cast twice a turn and once a target. When cast on a target a Sticky(or gluing bomb) is attached to the target. Once the Sticky Bomb is detonated it's damage is 30-34 in an area of effect of two cells. The damage inflicted is done in the casters strongest element..................................................................................................................................................

 ~Magnet: A 2AP LoS spell with high range that pulls all entities towards the center of the spells AoE. The spell must be cast on a target, and has a + shape AoE with 6 reach in each direction. Bombs get pulled all the way to the target that the spell was cast on. All other entities in the AoE are pulled 1 cell....................................................................................................................
 /Crossing: Also 2AP but none LoS with 0-7 none adjustable range that pulls only Bombs, and pulls them to the center of the AoE. This Spell does not require a target so it can be cast on any cell. The spells AoE is a + shape and an X(cross) shape. The + half has 3AoE linear cells, while the X(cross) half has 3 diagonal AoE cells which is similar to 6range away.....................................

 ~Kickback: A 2AP LoS, linear spell with high Range that pushes all entities in the AoE away from the center. The spell does not require a target, and has a 3 + shaped AoE. Bombs are pushed to the outside of the + AoE. All other entities are pushed 1 cell. Bombs effected by this spell gain a shield bonus of 210% of the casters level.......................................................................
 /Ruse: Also 2AP LoS, and linear, but with 6 none adjustable range. This spell pulls the caster to his/her Bombs (up to 5 cells) then applies a shield bonus on the bomb the spell was cast on (210% of level).......................................................................................................................................

 ~BoomBot: A 4AP summoning that has almost no HP, and dies on the end of its turn. The summon has 4AP and 9MP and can’t be locked or moved with effects(push, swap, etc..). It’s 3 spells are 2AP each. Inhaler has 1 to 7 linear range and pulls the target to the selected cell. Exhaler has 2 to 7 linear range and pushes the entity next to the boomBot to the selected cell. Detonator has up to 7 range and detonates Bombs...........................................................................
 /Mega Bomb: A 3AP summon with 1200 HP and 20%res in all stats. It starts with 5MP 6AP. It’s spells are all 3AP. Explosive absorption has 5 linear range that kills a bomb, permanently reducing the Summons MP by 1 and increasing its damage. Megattack is a linear attack with 6 range hitting in neutral damage. Kamegamikaze (2AP) is a self destruct spell that does 2 AoE neutral damage and detonates other Bombs in its AoE.....................................................................

~Remission: 2AP 0-8 adjustable LoS Range. On Bombs the spell reduces ranged damage taken for 3 turns. Other entities are put in the Suppression state for 1 turn which makes it so when the target is hit in Close Combat, the attacker is pushed back 6 cells
 \Walking Bomb: 3AP summon with 1650HP. 7MP and 2AP. The Summon has 1 Spell called Mimesis that is 6 LoS range linear and 2AP. Once this spell is cast on an elemental bomb, the Walking bomb turns into that elemental bomb. If the Summon is out for 2 turns without turning into an elemental bomb it dies................................................................................................

 ~Dirty Trick: 3AP 6 adjustable non LoS Range Spell. When cast on a bomb, the caster switches places with targeted bomb...................................................................................................................
 /Strategy: 1AP 6 adjustable non LoS Ranged Spell. The targeted bomb teleports to its previous position. If any entity occupies the cell the bomb would teleport to, both the entity and bomb swap positions......................................................................................................................................

 ~Last Breath: 2AP 0 Range Spell with 9 circular AoE. This spell cuts the rogues max Vitality by 50% for 2 turns. Any Bombs in the AoE gain 50% Combo Bonus Damage. Any allies in the AoE gain 150% power....................................................................................................................................
 /Magnetic Trap: 2AP 8 adjustable Non LoS Range. Sets a trap that when triggered attracts bombs 2 cells and detonates them. The AoE is 3 in all directions.....................................................

 ~Kaboom: 3AP 0-5 adjustable None LoS Range. AoE of 1 in the shape of a +. Renders the rogue and it’s allies invulnerable to bomb explosions and gives them bonuses. Explobomb: 140% power, Water bomb: 1AP, Grenado: 1MP, Seismobomb: 2Range. Each buff is stackable for up to 3 each, and last for 3 turns (including the turn it’s applied)......................................................
 /Impostor: 3AP 3 LoS Range. Switches places with the target. Bombs swapped gain 40% Combo Bonus Damage. This effect is not stackable..........................................................................

 ~Roguery: 3AP 6 Non LoS linear Range. Teleports to the targeted cell and ends the turn. 3 illusions are also placed out making the casters occupied cell unknown to the opponents. The 'Illusions' are able to lock opponents...................................................................................................
 /Bunker: A 2AP Spell with 1-8 LoS adjustable Range and 4 turn cooldown. This spell Makes the targeted Bomb invulnerable for 1 turn.....................................................................


                                                       General fighting strategy and Play styles.

                                                                       Intelligence*

~ExploBomb: 20-22 fire Damage. Combo Bonus Damage stacks each turn ~ 40%, 60%, then 80%.

~Pulsar: A 4AP Attack with 3-6 none adjustable range. 56-60 Fire Damage. The spells damage goes down for every MP you use before casting it each turn.
\Shot Pellets A 4AP Attack with 2-4 non-adjustable, none LoS Range. 29-33 Fire Steal with cross AoE of 1cell.

~Extraction: A 3AP Attack with 7 linear none adjustable LoS Range. 26-28 Fire Steal.
/Obliterate: A 5AP Attack with 4 none adjustable LoS Range. 37-43 Fire Damage. Every time an Explobomb detonates the base damage of this spell goes up by 10 and resets after the spell is used. Max 50. So eventually it’s 87-93 Fire Damage.

     This branch of the Rogue class is a tricky one to play, but has the highest bomb and spell damage. The biggest up side to the Fire Rogue is the Bombs start hitting high much sooner than the other elements. Also with Extraction and Shot Pellets, it is a great build at running away, and than stealing lots of hp back quickly from bombs/summons. The biggest draw backs are the intelligence attacks being hard to use with the exception of extraction. Also the bombs have no de buffs to them un like their Air and Water counterparts.
     Many Fire Rogues will use Ruse over Kickback to makes it easier to use Pulsars minimum range, and without the usage of MP for the penalty. So if you are locked, simply place a bomb and cast Ruse on it. You will be drag-lined to the bomb while also adding a shield bonus to said bomb. Now you are in perfect range for pulsar with no penalty as you have used no MP. Depending on your AP you could end with Roguery to distract your opponent. If your bomb survived the turn you can now cast another Explobomb and a Walking bomb with plenty of AP left over to set your opponent on a glyph (bomb wall). Ruse also helps a ton for moving closer to ranged opponents that run away a lot.
     Fuse is also a usual pick for the Fire Rogue as they typically don’t detonate their Bombs, and instead focus on fighting with the Glyphs(bomb walls). Fuse makes it very simple to fix bomb placement issues by just turning a stray or out of place bomb into AP. Fuse also pairs well with Ruse as you can now move 5 cells with only using 3AP(you must have 6 available AP however). Throw a different elemental bomb out, Ruse to it, than cast fuse to get AP back. Fuse also helps a lot with Latent Bombs. You can always just throw a Latent bomb out to use as 2AP for next turn. The biggest draw back to Fuse is that it is much more difficult to blow your opponents up as a bomb detonated with Fuse does not do damage. Using Fuse also means that Kaboom is tricky to use as well. Bombs detonated with Fuse don’t give a bonus from Kaboom. One trick to help with this is possibly using Magnetic trap instead of Last breath. This works because pure intelligence hits hard without last breath, but I think most people prefer to have there strongest buff ready for a 1 turn Combo. 
     Because Last breath is usually picked over Magnetic trap, Fire Rogues using Fuse will often give up on Kaboom and use Imposter instead as it’s a great buff for Bombs, and also helps you move around in a different manner than Ruse.
     As for other odd ball spells that help out it’s completely on preference. Magnet and crossing. Powder and countdown. Dirty trick and Strategy. You won’t see many (if any) Fire Rogues using an Obliterate set with Latent Bombs and Sticky Bombs. The spell hits nice with the added 50 base damage, but it’s a bit of a time consuming set up as you need 5 Fire Bombs to explode before it’s maxed out. 

                                                                                  Agility*

~Granado: 17-19 Air Damage and -2MP. C.B.D. Stacks each turn ~ 40%, 60%, then 80%.

~Carbine: A 4AP Attack with 8 diagonal LoS Range. The spell also has a diagonal AoE of 2 in two directions. 27-29 Air Damage and -3MP non stackable.
/Machine Gun: A 4AP Attack with 2-6 linear adjustable LoS Range. The spell deals 33-37 Air Damage and pushes the target back 3 cells.

~Boomerang Daggers: A 4AP Attack with 3-8 linear none LoS adjustable Range. The spell has an AoE of 2 in a semi circle shape. 26-29 Air Damage (15-18 twice on a crit)
/Cadence: A 3AP Attack with 2-7 adjustable LoS Range. 17-19 Air Damage. Damage is added for each bomb next to the target. Also other entities next to a bomb that is effected by the attack take damage.

    Agility is a very useful and versatile build on the Rogue, being able to hit from afar with AoE, MP theft, and dodge and lock. The greatest disadvantage to this build is the low Damage. The spells hit less than any other build, and the bombs have a low base damage as well. Despite the lower damage though this build is fantastic on a team or even solo. Most PvM, and even PvP are ranged games so Agility will always have that advantage.
      Kickback is sometimes used over Ruse in this build as you can easily run away from any, or most opponents without Ruse, and you are not as reliant on the Bombs survival. Kickback also helps to set up the AoE on BoomerangDaggers often.
      BoomerangDaggers is a good choice over Cadence as Cadence doesn’t hit too much without a bomb or two next to the opponent. This is too situational for the versatile build, and requires you and your bomb to be a little too close to your opponent because Bombs only have 6 Range. Also being the build that hits less than the other elements means you want AoE to maximize how much damage you are doing to your opponents team with each Attack.
      Carbine will also be a definite yes over Machinegun because yet again, AoE keeps your Damage decent, and -3MP is very very useful when you are trying to slow down the opponents. It’s range is certainly awkward, and doesn’t combo well with BoomerangDaggers, but the versatility of a diagonal Attack mixes in well with this set as no place is safe.
     Fuse is still fine on this build, but detonator has a bigger place with the need to buff on Kaboom more often and actually detonating your Bombs for de buffs and damage. Obviously these spells are a bit situational depending on teams and maps, but for the most part I think detonator will be more useful.
     I also think regular Magnet will get more use in the long run over Crossing. It makes setting up Bombs easier from afar, which you will usually be faraway. It also helps you move opponents easier which is key for lots of different PvP groups. Your Roguery illusions can actually lock opponents, and with your high agility you WILL lock your opponents. Pushing and pulling your opponents so they get locked by you and a wall(or bomb) behind you is a fantastic way to shut down a lot of team play from the opponents.
     As for bomb fighting, Latent Bombs might be a better choice for agility because they can’t be hit the first turn as they are glyphs, and they are none LoS which is good for a running away style of fighting (assuming you don't use fuse). It also helps the Bombs do higher damage sooner because both Latent Bombs will spawn with 60% Combo bonus damage each, rather than 40% on 1. This extra damage is clutch as agility hits pretty low normally. Even if you don’t use your bomb for a while it still has plenty of use just sitting there. You move around on the map so much on this build that it is likely you and the opponent will find yourselves near an old forgotten bomb that is now deadly powerful. And if your opponent chooses to kill it, great! That means you are still not the target of attacks and can continue to slowly chip down the opponents HP from afar while they focus everything they’ve got on your Bombs rather than you.
    
                                                                               Chance*

~Water Bomb: 17-19 Water Damage and -2AP. C.B.D. Stacks each turn ~ 40%, 60%, then 80%.

~Deception: A 4AP Attack with 0-1 Range. 33-37 Water Damage and -3AP none stackable. The spell has a ring AoE of 2 cells.
/Stolen Goods: A 3AP Attack with 4 none adjustable LoS Range. 24-28 Water Damage. The spell also pulls the target 2 cells.

~Blunderbuss: A 4AP Attack with 3 none adjustable LoS Range. 35-39 Water Damage and applies 13% Erosion for 2 turns. The spell has an AoE of 1 in the shape of a cone much like a reverse hammer.
/Shrapnel: A 2AP Attack with 1-5 none adjustable LoS Range. The spell may be cast 3 times a turn and twice a target. 17-19 Water Damage and -1AP. For each bomb next to the target an additional 1 AP is taken away. I believe this spell rebounds in a similar way to Cadence.

    The Chance build is almost Agility’s complete opposite. This build focuses more on tanking and close combat fighting. This build has moderate damage on its spells, and again less bomb damage than Intelligence. It’s strengths come from its ability to tank by reducing opponents AP, it’s AoE Damage, and fast/powerful erosion. Its most notable weaknesses are it’s crazy short range, and lower bomb damage. Also the AoE on its spells can make it hard to work around your own team so watch out!
    Chance builds definitely work effectively using detonator and trying to blow up Bombs often in close combat(CC) with Kaboom on. The constant buffing yourself and teams AP while de buffing your opponents AP while hitting consistently makes this build annoying to fight against.
Ruse and Kickback both have a fantastic place on this build, so it’s complicated to choose one over the other. Kickback helps set up AoE on deception often for that -3AP on multiple targets, and pushing onto bomb walls or into explosions AoE. While Ruse helps you move in close to your opponents very easily.
      Deception will be used over Stolengoods as it’s AoE Damage is nice and consistent, but the AP theft is what really makes this set shine. Blunderbuss is also a very nice spell as hitting for good damage while applying erosion is fantastic! However an HP stealing weapon will be your best friend as you are trying to tank. If the target already has erosion on, than skip the blunderbuss and go right for stealing HP. The choice between Shrapnel and Blunderbuss is a hard one and will be swapped often depending on your team and opponents. 
     With the need to be casting your attacks often, you will struggle to find extra AP to be building up or just working with Bombs at first. It is likely you will have 11AP so after a Deception and blunderbuss/weapon attack you only have 2AP left. Knowing that, Latent Bombs can be a good pick, but if using Shrapnel as a high AP theft build than consider using regular bombs. The next turn would be easy to Deception, than Walking bomb so your opponent is now also on a damaging glyph that takes AP away. If things are still lookin good than Kaboom away and start destroying your opponents AP and ability to fight back while buffing your own AP getting stronger each turn. Latent Bombs also help by quickly turning your slow, low Damage Bombs into hard hitting threats much quicker. The only real downside is a smart or lucky team will end on the glyph so it won’t summon a bomb. With 12AP you would be 100% be using regular Water Bombs even though you will hit less than the Latent ones.
      Dirty trick also isn’t super useful for this constantly close combat build, so Strategy might be a great alternative. It does take a ton of practice to get good with the spell, but it is effective, and low AP cost which is nice when you NEED to be taking AP away from your opponents all the time.
     Powder is definitely a better option than Sticky Bomb here. Buffs your Bombs Damage, you already have a great erosion spell, and you can hit the bombs yourself with AoE. Both your Chance attacks have AoE so no waisted attack’s here!
    Lastly megabomb helps a bunch too! Adding damage and eating extra bombs. Left unchecked for a little to long and this guy becomes quite a threat! You do have to give up boombot though, which you might need for getting in close easier. However if you are using Crossing instead of magnet, moving bombs in mid range to cc is super easy, including the megabomb.

                                                                             Strength*

~Seismobomb: 17-18 Earth Damage. C.B.D. Stacks each turn ~ 60%, 80%, then 100%.

~Musket: A 2AP Attack with 6 none adjustable LoS Range. 19-21 Earth Damage. Gives 25% Combo bonus damage to any bombs next to the hit target stackable up to 2 times.
/Arquebus: A 4AP Attack with 4 linear none adjustable LoS Range. 35-39 Earth Damage and - 1 effect duration. The spell does not do damage to allies.

~Bombard: A 4AP Attack with 6 none adjustable LoS linear Range. 29-33 Earth Damage in a Large staff like AoE with two cells on each side of targeted cell. Any target hit by the attack is pushed back one cell away from rogue. If the target is diagonal to Rogue the target is pushed 1 cell diagonally.
/Weighdown: A 3AP attack with 5 none adjustable LoS Range. 48 indirect Earth Damage. This spell must be cast on a bomb. Any entities between the targeted bomb and another bomb of a different element take the damage. Any Bombs affected gain 25% Combo Bonus Damage stackable 2 times.


    The Strength build is the most difficult build. Not because of play style, but because of the spell choices you have to make. Two of the Earth Attacks can help build up Bombs damage super quickly. Therefore the difficulty rests completely on decision making before the fight starts. This build has very nice attacks, mainly Musket, and will be fighting mostly with bomb walls just like the intelligence build. The only difference is that the damage of the earth Bombs are the lowest of all 4, but only for a short time. The earth Bombs get more Combo bonus damage each turn than any other Bomb, so eventually they end up the strongest of the 4.
     Because of the mid ranged fighting style of this build, and the reliance of bomb survival, Ruse is a must! Shielding Bombs and maneuvering around the map is going to be an every turn event for Strength Rogues. With this style, Crossing is also your best pick for moving Bombs around.
      Even though placing your Bombs right next to the opponent seems like a bad idea, you will find yourself doing just that often. By doing that, then hitting your opponent twice with Musket, not only are you doing damage, but now your bomb has 50% Combo bonus damage on the first turn! With 11AP this means you still have 4AP left. 2 to Ruse, 2 for crossing in any direction. Then end next to your opponent for strategy swap next turn and Emerald Dofus Shields, or just run!
     As you already guessed I prefer strategy in this build over dirty trick. This is because it’s low cost of 1AP, no LoS, and you move your Bombs around enough with crossing that the spell will actually see a lot of use. This is completely up to the play style of the individual rogue however.
Fuse is also nice in this build paired with Weigh Down. This combo lets you buff bombs without a target to hit unlike Musket. You can place two bombs, Weigh Down(Twice depending on your AP) and then Fuse the non Earth Elemental bomb next turn for more AP. Also the damage on Weigh Down is Crazy nice, and can hit an infinite amount of targets as the bombs just need to be linear to each other with the distance being irrelevant. Definitely keep Last breath though! You won’t use it much, but when you do it turns out to be clutch!
     Kaboom and Imposter are really hard to pick. Kaboom is nice as all the Bombs that make for great buffs are not in your element so no wasting your earth Bombs for buffs. Imposter is great for buffing, moving around, and playing with Strategy even more! Again completely up to the individual Rogues playing preferences.
    Arquebus is another tricky attack choice. The -effect duration is super helpful, especially when fighting things with short effect durations like most Frigost 3 mobs, and PvP things like Fecas, Masqueders, etc... but you give up your 2AP Attack/buff. Geez . . .
       Bombard is also a really hard spell to give up for Weigh Down. It is such a great spell for moving things around in a tough spot, but Weigh Down has so much damage, AoE, and the buffs are very strong.

                                                                        MegaBomb fighters*

     This is definitely a PvP build as you only need to buff your vitality and Resistances. You can get close to 50% in everything with 6-7k Vitality. It’s pretty simple, runaway and throw bombs for the Summon to eat, than use your preferred bomb moving spells to move the Megabomb around so it can do all the attacking for you. It’s good to have nice AP and/or MP reduction to slow your opponent down while your Megabomb does all the dirty work, and you sit back and watch your opponent struggle with your little demon you have created and set free upon the world. Kinda feels like you should just be an Osmados at this point though.... oh well!!
     All your normal bomb support spells work on this little guy just like a regular bomb. Remission shields it from ranged attacks, Ruse gives it shield points, dirty trick swaps it, magnet pulls it just like a bomb. Last breath even makes it slightly stronger.

                                                                                       Omni*
 
   The Omni elemental build is my personal favorite! Easy to reach 12/6 in an Omni set, and you can swap small things out here and there to be more dominant in one element depending on what you are fighting. Needless to say this is a more successful build for PvM than PvP.
     In the Omni Rogue build, you can now use lots of odd fun spells that didn’t work super well in the pure elements. Like Cadence! Throw 3 Bombs down next to your opponent, and Cadence hits about 1200 on 0 res. Than you just move in and trap them till next turn. Weighdown is very easy to use too! Just throw two bombs down and cast away! Next turn either, or both those bombs will be strong enough to do real damage in a glyph, or just blowing em up! Musket is also great for Damage and buffing at the same time! And Kaboom works unbelievably well in the close combat sets with a Fugitive hammer for great steals! Mega bomb helps bring up your Damage if you are struggling to keep up, but I use boombot as it’s more useful IMO.
     There is also a fun combo with powder! With 12AP and one bomb out for a turn (40% Combo Bonus Damage) you can place two bombs, powder the different elemental bomb, Last breath everything, and dirty trick the older bomb. When the glyph happens the odd ball elemental bomb with powder on it and the opponent get hit. The powdered bomb dies and sets off everything! Effective! ;D

   There are also plenty of hybrid builds, most commonly Chance/Agility, Strength/Intelligence, and Intelligence/Chance. Most of these do well with Magnet trap and one bomb being latent for awesome one turn combos, But this guide is long enough, and I hope it gave you guys enough information to help your current, or new rogue! So get out there and show the world of twelve what we are made of! Or just blow everything and everyone up! Peace out!

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Score : 45

Daaaaaaang son! Freaking amazing Job! This answers like every question I had haha. You should definitely do more of these for other classes, Xelor next!

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Score : 4306

wow tongue

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Score : 50

Very Nice, I was considering making a rogue but my whole goal right now is to find a way to have fun in pvp while going against the OSA spam . I thought Agi/Chance or Intell/Air would be nice .

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Score : 1237

Really nice guide!

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Score : 18

This is amazing! thank you so much 

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Score : 992

Newly Updated as of 7-23-19

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