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Ankama Trackers
Rogue Builds
By fikoko#1429 December 23, 2010, 18:16:48
One of the stronger builds, pure damage going on with this one.
Pros
• Intelligence boosts healing therefor extraction is going to be useful
• Great spells like pulsar available for you.
Cons
• Extraction range is awful (second cell from up, down, left and right. even when leveled first cell is not available to cast on)
• Pulsar removes all your mp and the more mp it uses the bigger the damage ratio. However you might want to move at some point when close combat
monsters are starting to get pissed.
• Finding an intelligence based sword is going to be a walk in the pa- MAZE get ready to never find the exit.
Spells
No matter what you do, you will need to max these spells as soon as possible.


Which means maxing it will also have its penalties. (for example you might walk 3 cells away from a close range monster. You summon your bomb and attempt to kick it, but it has the same penalty as pushing a monster when he's already against a wall. A 'pushback penalty' as I'd like to call it. Might destroy your bomb and do minimum damage (if any damage).

Seeing as how you can combine it with kickback when a locked. It skips one cell north, south, east and west of you and is also linear. Increases range each level.




The pinnacle of your build.






Strategy tips
• Use the bomb as shield, pulsar your enemies. (I noticed alot of people go for this strategy style)
• Use your bomb as a portal (with the use of dirty trick) and pulsar your enemes/detonate the bomb.
• Use the bomb as an actual bomb, kick it and detonate it. (for low leveled rogue's the best strategy)
• Even when a three bombs are placed and have just created a wall of damage, -mp or -ap most monsters attack bombs head on.
Imagine a wall, there is one passage way through the middle, place two bombs with a space in the middle against the wall near the passage way.
place the third one away from the mob and voilla. (its what a feca would do, glyph near a passageway while attacking monsters)
Respond to this thread
Pure tactical build.
Pros
• Better at dodgeroll
• your bomb removes mp
• you have 2 combat spells.
Cons
• Lesser damage inflicted in relation to intelligence build
• Your 2 combat spells are ranged but have an awkward combination of possible cells to cast it on.
Spells
(all of the supportive spells seen on the intelligence build can be leveled up even for this build)
Strategy tips
• Use your bomb as a shield/mp extractor while using ranged attacks on your enemy (osamodas tactics)
• Use your bomb as an mp extracting wall while ranging your enemies from behind it.
Xelor-ish build..
Pros
• Your enemies find you to be extremely annoying in combat. (because of the AP extraction)
• Your bombs remove AP.
Cons
• The pinnacle of your build is a spell you gain when you reach level 90 (I kid you not)
• Chance builds are difficult to develop (because there aren't any good chance sets for starters)
• Almost no sword (I believe) has chance based attacks..
Spells
(you'll need your supportive spells as shown in the intelligence build)
strategy tips
• Using bomb as shield is not going to help you much since your first combat spell is going to be close ranged. So I would suggest leveling the water bomb spell so you can place it further away from yourself, detonate it, substract AP and then use your combat spells to substract more AP.
• Kick your bomb and substract AP and HP until it gets closer then start using your close ranged combat skill.
As long as it has a space in between each other it can not go wrong.
Important: people can NOT shoot you over or through this wall it is a 100% defensive wall right there.
Plaguing arrow?
(Rogue+Cra=Win)
You mean the non LoS spells.
Are bombs modifiable range?
if you mean bombs having range - yes. The higher the level the more ranged placing of bombs.
a lot of high leveled rogue's seem to go for this so they can create walls and detonate bombs much more efficiently.
the kick spells effectiveness wears out after level 30
while my girlfriend and me were playing dofus she started telling me that she couldn't hit through my fire wall laid out by bombs.
I double checked and it was right, she couldn't use her strong intelligence spells to hit through my wall. even though I was standing diagonal to her and no bomb was blocking this. The firewall is like a solid wall. And only spells like that plaque arrow can apparently hit a rogue through it..
And, according to the Wiki, the answer is "no". Bomb placement (for any of the three bombs) is not affected by range modifiers.
One, there's a total lack of other spells to consider, leek pie and release naming the two most important.
Two, the wall isn't impenetrable, it acts as a glyph/trap combo. It activates both on movement and on turn beginnings.
Three, Kaboom apparently increases your damage according to the description. Haven't got it yet, but that's what it says.
Four, extraction range increases up to 6 at level 5 and 7 at level 6 meaning it's range ISN'T horrible, it's just more like Xelor's Sandglass than most traditional spells.
Now I'm going to elaborate more on one, which needs to be said for all Rogues. Leek pie can be used to increase the damage via overload, I'm sure. Similar to OLD school sac buffing. Release at level 4 + Pulsar makes for ease in terms of putting your enemy in range so long as they are not against a wall. Regardless, Rogues need to put a little space between them and enemies and release helps in that endeavor.
As for walls being impregnable, I've never seen any data at all that would suggest this.
(the 3 lines below are disregarding the bomb)
Int rogue = short mid range(not sure how else to describe it since the spells are okay range but not range modified), higher damage, single hitter
Agi rogue = small aoe ,long range to me, since their spells are range modified and the diagonal range can be about as far as a blop can reach with blyph
Chance rogue = short range aoe
Also on Detonator, I think is fine at 3, it has 1-5 range at 3 which is the level 5 bomb's range.. I would say increase it to 5 if you plan to throw/kick a bomb away and abandon it before blowing it up, but the bomb's dont have the hp to do that -since getting that much +vit gear and still maintaining your element isnt too easy- and most monsters take away range either.. but it is range modified -- by the way, bombs hp is "Your vitality divided by 5 +10"
Also on countdown.. I still leveled it, but it is really hard to use since it will blow up at the start of your 2nd turn that it had it on. So say you used the bomb and countdown, end your turn, its your turn again now, do your stuff, end your turn, when you start this turn it blows up and you can do whatever again-- is disappointingly hard to have a monster near the bomb when it explodes without being near it or the monster popping it. Make it work for when i try blitzkrieg and am fighting blops (being agi rogue)
In my experience so far with my rogue, leveling non damage spells to 3, give or take a level, is better then getting them to 5 till you get to a higher level
I dont recall seeing the "Roguery" spell either, which i personally think is a really good spell. At level 5 it has a 0-5 teleport range, not range modified, requires a LoS and free cell to be on with a 6 turn cool down, but when trying to run away from being trapped in monsters, its quite useful because the monsters wont figure out which one is you 100% of the time
The class spell "boombot" is useful.. mostly for moving people around rather then messing with bombs imo though
Another thing is, the idea on how to use an agi rogue I dont think are best (from my current level 1-72ish leveling experience). You should use your agility to your advantage when fighting enemies, you can usually lock monsters you solo on, and cant take away an MP unless you have a lot of wisdom. Before you get boomerang daggers, you will most likely be killing monsters with low enough damage output, mushd for me, you can link your bombs together and make sure the enemies get hit. After you get Boomerang daggers you wont need to be near the monsters unless you want to aoe them with exploding your Bomnado. When you get Carbine, you wont normally be anywhere close enough to use Bomnado on enemies, unless you are in a group, let alone the damage difference.
To sum my thoughts up are, once you get your attack spells you wont be close to enemies, I suggest considering getting some +mp items
Thoughts? -this is probably my longest post on these forums ever-
Thanks in advance :3
but what do you mean by they can't run solo xD?
if you mean like leveling self, I cant say for chance or intel rogues but my agi rogue solo's way better then this guy did. Example is he can solo many kaniger easily without getting hit.
btw, all i do is solo. i fight fungi master mobs as well as kani mobs. people are usually very surprised to see that a close combat/ ranged build integrated works so well as a rogue. im lvl 58 from all my soloing efforts too btw