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Showing results for tags 'Rogue'.
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First I want to say rogue me think he not useful in this gm because everyone has good skills. but why not rogue have it too .he just useless now .see like bd seeker reaper chief they a melee class but they have skill give resist and have skill heal good so why rogue not have it will he be fighting every year just by luck like that skill a priest how rogue will a skip it. with out something gives resist just depends on luck for skip it Video.Guru_٢٠٢٤٠٧٢٣_٢٣٠٠١٨٠٩٥.mp4 and this skill a priest can use all time on him and we not have skill resist like melee class others and we not have skill heal good like any class.we have skill heal but it bad and it is very difficult to use it.and this not help us much we need to have to play with our skill not on luck we need to take a good look at this class and there is people loves him it and does not want to playing any others class and we hope every year will be good we need ease of use in the healing skill and some resist and some little defense with dodge. rogue he has the same right like any class other need buff that is not an outcast Add some suggestions 1:Illusive jump skill rework Change in skill and be without goal make the skill when you jump on the players give protection against any effects maximum 2 for skill 4/4 with dmg 120% 2×2 yard skill no longer Increase damage with poison Suggest 2 Change in skill to be targetless and make the skill when you jump on the players gives an effect like ×% resist Can make the skill no longer Increase damage with poison as nerf. comment : It is very difficult catching enemies And deal with them, This will give better freedom and mobility for rogue. 2: Absolute reflexes rework: need adjustment to its protection, as of now at 4/4, it activates after receiving dmg equal to 10% of health, problem here is people can do 3k-2k dmg on you with the first hit and only then you can dodge the next hit.... then you are vulnerable for 4 SECONDS- in this period rogue has no protection and easily gets deleted. I suggest you make it like this When the character lose 10% of health, the dmg shouldn't exceed that 10% of health. Then reflexes is activated making it 100% dodge the next attack. For example if you have 10k health, the first hit can only take 10% of health which is 1k dmg. and applies the reflexes to dodge the next one. Because people can do alot of dmg exceeding the threshold of 10% of hp in the first hit making u lose so much health as a requirement to trigger guaranteed dodge. So i suggest adding a limit to the dmg after cd 4s Change in talent Tirelessness: Reduces the accuracy of all enemy attacks by 5% when the character is unaffected by Absolute Reflexes.↓ 5% Very little, make it 15% comment : 5% Very little We have skill kick in back _45% Of accuracy .if on player .And still The player hits rogue And it won't be Dodge 100% It would be like 50% just one hit one dodge So what do 5% 3:Poisonous blades skill Skill Poison now It heals 40% from damage poison comment rogue currently can heal up to only 15% if you use trick skill while enemy has poison. But the issue here is the trick skill can miss, get blocked and we dont heal becs of it. further more 15% is very very low anyways. Another issue is you only have couple secs to press trick while poison is on enemy to heal. Once the poison effect is gone, you cant heal. too Don't make it comes out character immediately. if injured with poison 4:skill ricochet This skill has very little damage ↓ Attacks the enemy, dealing physical damage to them for 95% of the character's Physical Power and to all enemies within 4 yards. Each subsequent target takes 10% less damag This is the skill we rely on in wars to gvg pve And everything ↓ Now the skill gives 120%.from damage Physical and Each subsequent target takes 5% less damage .for skill 4/4 5:Furiousness skill The skill also gives 12% attack strength or Accuracy 12% comment : All charac has a booster Helps the charac for skip some crystals from items .to rogue doesn't have any boosters 6: kick in back skill kick in back working now Reduces pene too 15% for skil. 4/4 I really hope they look Developers to this class It's really very old And need a lot Of things In order to be Good at the game I hope that everyone who left it will come back again Everyone doesn't want him for anything now They don't even want to add it to anything like guild / Arena / too pve. All of rogues . suffers from this weakness I hope that changes Video.Guru_٢٠٢٤٠٧٢٣_٢٣٠٠١٨٠٩٥.mp4
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Rogue is a dying class with time, it doesn't have any uses anymore nor it is prioritized for anything: -Dealing dmg? hunter, chief lock, heck even charmer will do more dmg -Need Support? Charmer/shaman/necro -healer? Shaman, necro -aoe? Chief -Tank? Dk/barb What is the point of rogue? Literally only picked when none of these other classes are available, This is a HUGE issue that have not been addressed by devs. Note: the structure of buffs for rogue should look something like this: *Rogue's pve dmg: significantly increased *Rogue's pvp defense: significantly increased Rework of existing Basic skills: -Kick in the back: Rework Idea 1: Skill now summons a clone of rogue that does dmg, lowers enemy accu and pene by x% (Can make the clone dmg crit under rage by cruelty relic) - this latter will help rogues dmg in pve. Rework idea 2: when applied, enemy cant use skills for x amount of time and lowers their attack speed by x%. -Gouge: Skill now also reduce enemy movement speed. -Stealth: Idea 1: additional effect: Character receives 6% resistance coming out of invisibility. Idea 2: additional effect: Character guaranteed to dodge the first attack on him when out of invisibility. Expert skills: Poisonous blades: Decrease animation delay. Idea 1: Poison effect stays on the character for 15 secs. When the enemy is hit by poison, the character heals 25% at 4/4 after it strikes with any damage skill while the poison is still on the enemy. Idea 2: Char heal 4% of hp every successful auto attack for up to 20% hp. Trickiest technique: (nerf) Skill no longer stuns players. Now only deals dmg. Elusive jump: Teleports the rogue by a certain radius without needing a target anymore and stuns the enemy for x duration. Sinister strike: (nerf) No longer applies heal reduction on enemy, now just deals damage. Key Talents/branch rework: Tirelessness talent: (this is a key talent that gives -5% accu?? Respectfully this is useless.) -Now decreases absolute reflexes cooldown by 1 sec. (New) Kick in the back key talent: rogue can now summons 2 clones of himself. (New) Stealth key talent: When character health reach 30% automatically goes invisible and removing all controls and debuffs from him.
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This will most likely be my last post here, It just seems useless to further say anything about rogue as rebalance just showed alot of issues have not been addressed. For a class that has been complained about pretty much the most, people had much higher expectations in terms of buffs/reworks Just gonna talk about main buffs and the problems they didnt fix as rebalance is still going: 1st. Absolute reflexes: decent addition to rogue's survivability, basically mage barrier but with dodges. However the numbers are slightly off. You are able to gurantee dodge 1 hit and that dodge lasts 0.7 sec after that, there is a 4 sec cd, that is enough for rogue to be finished. the issue is 0.7 sec is not enough to dodge significant amount of dmg as rogue doesn't have any dmg reduction skill or shield to help with it, so after dodging, needs to atleast stay for 1.5sec and its talent increase that duration by 0.5 sec. 2. Tirelessness talent: the worst rework I've ever layed my eyes on. It's one of the main 3 talents for rogue and needs so much grind to get -5 accuracy on enemy's hits lol Absolutely a joke. -5 accuracy makes literally no difference as anyone can put 1-2 accuracy enchants in gears and that talent is useless. Even if they dont, -5 accuracy wont make much difference and for a talent thats suppose to be a main talent, this is a good way to give a trailer to starter rogues that this class isn't worth it. The previous talent was useless and you had 1 whole year only to replace it with another useless talent. Needs immediate change to 10% dmg reduction or raising that accuracy decrease to -15%. These two are my most concerns about the rebalance. Furthermore alot of issues remains about rogue that you have again neglected and will send rogue into another year of being behind such as: -Dodge skill is still stuck at 10 secs when it needs to be 15 secs. This was in every suggestion post but wasn't fixed -kick in the back skill is just outdated now and needs another debuff power to it like dmg reduction debuff or perhaps make it that it increases dodge duration if dodge is active. Atleast it will fix dodge duration being short and make kick useful again. -Poison skill animation is still ridiculously long and people said to decrease animation time yet remains a problem -Rogues heal being 15% makes no sense, as lifesteal gives you more heal, its just useless, you can literally test how weak that heal is. Increase to 20-25% heal atleast Those are my main thoughts on the rebalance and issues that still remains with rogue. I thought to share them here while rebalance is still in progress. Otherwise if no any additional fixes would be made, this will be my last post here and will slowly stop playing the game and supporting it financially. I do wish the game the best and to be more vocal and transparent in the future when it comes to these rebalances as people are leaving more and more due to the lack of response from concerns and cold shoulder
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Привет, Так что это то, что, по моему мнению, сделает Высокомерный более приятным, чем сейчас, надеясь, что разработчики, по крайней мере, рассмотрят каждое предложение, сделаное для Мошенник до сих пор.. 1) Удар в спину : Разыграв сопернику в течение 3/7/9/12/15 сек. Эффект уменьшает параметр "Точность" на 5/15/25/35/45% Перерабатывать : Создает зону для курения 3x3 на 2/4/6/8/10 сек. Пока зона действует, она уменьшает параметр «Тячность» 1/2/3/4/5 врагов внутри зоны на 4/9/14/19/23% и увеличивает параметр «Сопроницаемость» персонажа и 1/1/2/2/3 его союзников внутри зоны на 2/4/6/8/10%. Это вернуло бы удар в спину и более полезным образом. Текущий бесполезен примерно в 99% сценариев. Мошенник также был бы немного более полезен для соревновательной гильдии. Больше не нужно сопротивляться реликвии в нем. ——— 2) Уклонение : Увеличивает параметр персонажа "Уловка" для 10/14/18/22/26 на 10 секунд. Буйволовая кожа : Увеличивает параметр "Уловка" персонажа на 14/10/18/22/26 на 20 секунд. 10 секунд - это слишком мало для мягкого класса ближнего боя, такого как Мошенник, вторая проблема Мошенник заключается в том, что у него слишком много навыков для одновременной активации, предотвращая его эффективность, этот бафф поможет ему в этом отношении. ——— 3) Абсолютные рефлексы :После успешного уклонения от вражеской атаки параметр «Скорость атаки» персонажа увеличивается на 8/12/18/22%, а параметр «Уклонение» увеличивается на 5/7/9/12 в течение 3/4/5/7 сек. Эффект срабатывает не более одного раза каждые 5/6/7/9 сек. Перерабатывать :После успешного уклонения от вражеской атаки параметр "Скорость атаки" персонажа увеличивается на 0,5/1/2/3%, и каждый эффект уменьшает любой входящий урон персонажу на 2/5/8/10%, предел стеков составляет 3. Эффект истекает, когда персонаж не находится в бою или через 2/3/5/6 секунд. Уклонение продлевает эффект. Уклонение, которое оно дает прямо сейчас, бесполезно, так как максимальный % уклонения уже достигнут с обычным навыком уклонения в любом случае, поэтому этот навык является пустой тратой очков навыков и статистики. Rogue нужно немного оборонительной статистики. ——— 4) Стелс-бафф: Кроме того, при выходе из скрытности получает 6% от параметра "Сопротивление" в течение 6 секунд. Мошенник нуждается в другом влиянии на скрытность, чтобы сделать его справедливым по отношению к его одновременному. Я не выбрал скорость движения, потому что Вожди уже получили эту привилегию на стороне Горный клан и, таким образом, чтобы сохранить ее справедливой для обеих сторон и позволить Поискер сохранить свою уникальность. ——— 5) Ядовитые лезвия : Раздает бафф "Ядовитых клинков" персонажу в течение 8/10/12/14 сек. Любая автоатака или атака навыков, которая наносит мгновенный урон под эффектом, нанесет врагу дебафф "Отравляющий" на 6 секунд. Эффект наносит физический урон в размере 30/35/40/45% от физической силы персонажа каждые 2 секунды. Буйволовая кожа : Верните старую механику, которая позволила персонажу сохранить свой эффект "Ядовитых клинков" даже после первого удара, но уменьшите его продолжительность до 7/8/9/10 сек. Это помогло бы Негодяи быть более эффективными при игре в Гильдия против гильдии. Например: Разбойник, отполированный "Ядовитым щитом" некроманта, позволяет ему распространить свой эффект "Ядовитых клинков" до 6 врагов, но только для первого попадания. Это позволило бы Рогу прикоснуться к большему количеству врагов своим эффектом, когда его отполировал Некромант. Это побуждает персонажа наносить больше урона Повреждение области и, таким образом, быть менее мемом для соревновательной гильдии. Это также помогает одиноким негодям, которые не находят хорошего дуэта, с которым можно играть, распространять свои «Ядовитые клинки» всем, кого коснулся «Рикошет». ——— 6) Самый хитрый технический бафф : Исцеление персонажа после применения «Ядовитых клинков», даже когда враг паряет/уклоняется/блокует навык, % исцеления при условии, что он не изменился. % Исцеления при условии, что получил nerfed updates назад, это сделало бы изгоев более постоянным, и не нужно было проходить через так много условий только для того, чтобы получить немного исцеления. ——— Я не говорил о вредных навыках, потому что если кто-то из вас может подумать, что это может сделать Высокомерный слишком сильным из-за урона, который он уже наносит, то позвольте мне напомнить вам, что если Высокомерный максимизирует эти оборонительные навыки, то его атакующая сторона будет менее уронизной из-за недостаточного количества "очков навыков", чтобы максимизировать все. Я также хотел бы предложить кое-какую переработу талантов: 1) Жажда убийства : Навыки персонажа и автоатаки гарантированно нанесут критический урон при атаке противника со здоровьем менее 20% от максимального, пока действует навык "Истребление". Переделать : Персонаж наносит на 10% больше урона при нападении на противника со здоровьем менее 50% до максимума, пока действует навык "Истребление". ——— 2) Усталость : С 70% шансом, это позволяет повторно использовать навык "Неисправимый прыжок" без подзарядки. Урон от навыков уменьшается на 70%. Переделать : С 70% шансом, это позволяет повторно использовать навык "Неуловимый Прыжок" без подзарядки. Урон от навыка уменьшается на 50%, если навык может быть повторно использован. Когда навык не сбрасывается, он наносит 100% урона. ——— 3) Переработка Индустрия универсальности : Эхо клинка : При успешной автоатаке примените бафф "Эхо клинка" к персонажу в течение 8 секунд. Этот эффект увеличивает урон от навыков, которые наносят мгновенный урон, на 10%. Использование навыка, который наносит мгновенный урон, удалит эффекты. Максимальное количество эффектов - 2. Переделать : Когда персонажу удается увернуться от удара, следующая атака исцелит персонажа на 50% от нанесенного урона. Происходит не чаще одного раза в 5 секунд.
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Rogue is the most useless class as of now. there is no reason anyone should use this class. Never gets picked for gvgs, has no purpose or uniqueness to it anymore due to other classes just being MUCH better No idea who these developers are but you guys have abandoned this class truly. What in the world is a melee class doing in 2023 warspear with no basic defense skill? If in the next rebalance rogue doesn't get buffed massively, pretty much consider everyone will quit this class. Already 90% have quit the game or just moved classes lol Suggestions: (please pay attention to these suggestions as they are what all rogues would like to see happen:) *Dodge skill: buff: increase duration to 15-20 secs. No idea why it is 10 secs now as dodge is not even a stable defense skill. 10 secs is way too low. *Kick in the back: (rework) the skill becomes some smoke bomb the rogue throws away and it creates a smoke effect, lowering all who comes in touch with smoke accu by 35% and pene by 15%. Why is this skill so outdated? It should not be a melee skill! The game has moved from solo play to more group like activity, so make this skill ranged aoe. *Stealth: (rework): Either increase movement speed when stealth active or add some resistance to char when leaving effect. *Absolute reflexes: Buff: Skill no longer buffs atk speed or dodge, instead it lowers all incoming dmg by 5% for 4 stacks each time rogue dodges. Once 20% dmg redu is reached it stays for 8 secs and reset. This is absolutely one of the most useless skills on warspear for rogue. Rogue can reach max dodge without it! FIX IT IMMEDIATELY. It should be its main defense mechanism instead it gives such useless buffs for such low duration. *Poisonous blades: (rework) The skill now engulfs rogue with a poison shield for 10 secs and any dmg he does will be accompanied with poison damage over time. While the skill is in effect and combined with trick skill, it heals 25% of character hp even if trick skill gets dodged, parried etc. So basically buff the heal from 15% to 25% and let poison be applied to all targets from ricochet skill. Summary: Rogue has been lacking in having a stable reliable defense skill, while also being useless in group activities. So devs need to compensate the class in those aspects respectively otherwise just remove the class as it no longer has any purpose or any charm to it. Goodluck devs, this year is probably rogue's last plea of hope @Dr Strange @Nolan
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Hey, so these are what I think would make Rogue more enjoyable than it is currently, hoping that the Devs would, at least, look at every suggestion made for Rogue until now.. 1) Kick in the back : Deals the "Push in the back" debuff to the opponent for 3/7/9/12/15 sec. The effect reduces the "Accuracy" parameter by 5/15/25/35/45% Rework : Creates a 3x3 smoking zone for 2/4/6/8/10 sec. While the zone is in effect, it reduces the “Accuracy“ parameter of 1/2/3/4/5 enemies inside the zone by 4/9/14/19/23% and increases the “Resistance“ parameter of the character and 1/1/2/2/3 of his allies inside the zone by 2/4/6/8/10%. This would bring back kick in the back and in a more useful way. The current one is useless in like 99% of the scenarios. Rogue also would be a bit more useful for a competitive guild. No more resist relic in it. ——— 2) Dodging : Increases the character’s “Dodge“ parameter for 10/14/18/22/26 for 10 sec. Buff : Increases the character’s “Dodge“ parameter for 10/14/18/22/26 for 20 sec. 10 seconds is way too low for a squishy melee class such as Rogue, the second problem of Rogue is that it has too many skills to activate simultaneously, preventing it’s effectiveness, this buff would help him in this regard. ——— 3) Absolute Reflexes : After successfully dodging an enemy attack, the character's “Attack Speed“ parameter increases by 8/12/18/22% and the “Dodge“ parameter goes up by 5/7/9/12 for 3/4/5/7 sec. The effect is triggered no more than once every 5/6/7/9 sec. Rework : After successfully dodging an enemy attack, the character’s “Attack Speed“ parameter increases by 0.5/1/2/3% and each effect reduces any incoming damage to the character by 2/5/8/10%, the limit of stacks is 3. The effect expires when the character is not in combat or after 2/3/5/6 seconds. Dodging prolongs the effect. The dodge buff it gives right now is useless since the maximum % of dodge is already reached with the normal dodging skill anyways, so this skill is a waste of skill points and stats. Rogue needs a bit of defensive stats. ——— 4) Stealth buff : Additionally gains 6% of “Resistance“ parameter for 6 sec when coming out of stealth. Rogue needs another effect on stealth to make it fair in comparaison to its concurrent. I didn’t choose movement speed because Chieftains already got that privilege in MC side and thus to keep it fair for both sides and to allow Seeker’s to keep their uniqueness. ——— 5) Poisonous Blades : Deals the “Poisonous blades” buff to a character for 8/10/12/14 sec. Any auto-attack or skill attack that deals instant damage under the effect will deal the "Poisoning" debuff to the enemy for 6 sec. The effect deals physical damage in the amount of 30/35/40/45% of the character's physical strength every 2 sec. Buff : Bring back the old mechanic, which allowed the character to keep his “Poisonous Blades“ effect even after the first hit, but decrease its duration to 7/8/9/10 sec. This would help Rogues to be more effective when played right in GVGs. For example : A Rogue buffed with a Necromancer’s “Poisonous Shield“ allows him to spread his “Poisonous Blades“ effect up to 6 enemies but only for the first hit. This would allow Rogue to touch more enemies with his effect, when buffed by a Necromancer. It encourages the character to do more AOE damages and thus to be less of a meme for a competitive guild. It also helps lonely Rogues, that don’t find a good duo to play with, to spread their “Poisonous Blades“ to everyone touched by “Ricochet“. ——— 6) Trickiest Technique buff : Heals the character after applying “Poisonous Blades“ even when the enemy parries/dodges/blocks the skill, % of healing provided not changed. % of healing provided got nerfed updates ago, this would make rogue more constant, and not needing to get through so many conditions just to get a little heal. ——— PS : I didn’t talk about the damaging skills because if some of you might think that this could make Rogue way too strong because of the damage it already deals, then let me remind you that if a Rogue would max these defensive skills, then his offensive side would be less menacing because of not enough “Skill Points“ to max everything.
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Rebalance coming soon, and devs looking for ideas. I don't really know if it's really worth it, but here they are Rework/ fix ideas. Skill "absolute reflexes" : add up damage reduction in the amount of 40%/50%/60%/70% of the current dodge amount. 2nd idea of "absolute reflexes" Leave it as it was before (asked for this many times) Talent "thirst of murder" : now it adds "piercing attack" in the amount of 20% or 25% Talent "elusiveness" allow to reuse elusive jump skill without cooldown, the second use reduce dmg of the skill by 70%. Skill "dodging " : decrease cooldown to 25 sec and increase duration of the skill by 15 sec. Skill "kick in the back" : increase effect from 45% to 50%, aditional decrease attack speed. Skill "poisonous blades": now all attacks under "poisonous blades" buff deals poisoning debuff, decrease time buff from 14 seconds to 10 seconds, increase damage from 30%-35%-40%-50%, to 45%-50%-55%-60%, increase poisoning debuff from 6 to 8 seconds. Skill "stealth" : aditional increase movement speed by 15%-20%-25%-30%-35% if character health amount is reduced to 50%. Skill "ricochet" : now all aditional targets from the skill are also affected by poisoning blades.
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Ay ROGUES. STAND UP AGAIN. THE POWER OF THE THIEF, THE CLASS THAT PAVED THE WAY OF MC, IS FOREVER IN US. HOORAHHH To whoever see this. Whose idea was it to change Absolute Reflex. I know for a fact, every rogue in this game can agree, it is a waste of a skill. Developers hear us out. That skill was prime before that one update, that decided to nerf it. What did you see, that came to the decision to nerf it. There has been many rogues that agreed on one thing. The duration of the skill, after a successful dodge, isn’t long enough. On our soul, we do not see the effect of the skill because as soon as it is activated, it seems like it was never on(mind you the adrenaline in a fight be surging, so time moves a little slow sometimes). I had the skill maxed out because I was a “dodge rogue”, and got rid of it because I didn’t see any use of it in attack speed or dodge. Please help fix this skill. Sinister strike may be broken. Before the update it was a defense debuff skill. And BOII did it do its job. Now devs chose to do something that became another nothing as well. I recorded myself using the skill and explaining how it had no other purpose than it being another skill in the combo hit. It says the skill is supposed to give off an effect, none of us rogues are seeing. ROGUES IF YOU AGREE. COMMENT “HOORAHH”. THE POWER OF MANY IS BETTER THAN ONE.
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Rogue Change of faction passive skills Mountain’s Power Now the skill increases the maximum health by 4%, physical and magical strength by 2% for the character. A bit of bonus damage, sounds like a free talent easily, the problem come from Shamans, Barbarians, Rogues cannot increase damage like Forsakens so this buff is something irrelevant being 2% only. Only I don't understand something this is new system or this is adding? If it is the new system scheme, then welcome. Change of basic set skills Deadly Illusion Now copies of the character inherit from the character 100% of the “Accuracy”, “Penetration” and “Critical Damage” parameters and 50% of the “Attack Speed” and “Critical Hit” parameters. This is cute and powerful but I think you should block use of skills during copies, someting like powerful summons and increase 60% speed and critical, seems nice in my imagination. Irreversible Anger Reduced the maximum number of skill effects from 10 to 5. The bonus of the "Accuracy" and "Penetration" parameters of the character has been adjusted: it was 2%, now it is 3%. The duration of the skill has been adjusted: it was 30 sec., now it is 20 sec. Before 20% now 15% of Accuraccy and Penetration, nerfed but is balanced. Invisibility detection The mechanics of invisibility detection has been changed: now the chance to detect an enemy decreases depending on the distance to the target (the further the target, the lower the chance). New mechanics apply to skills and items: Eye of Darkness (Charmer) Dragon Eye (Mage) Greater Potion of Detection Medium Potion of Detection Eyes of Anglerfish This sounds nice but in case of Charmer how they can be fast hands to detect seekers before hit? Rogue cannot run fast and is more easily for them avoid Rogue Merciless Strike Increased skill cooldown from 6 sec. to 10 seс. The CD Honestly I personally don't mind being full Merciless Strike abuse every time it was active was a pain, plus it will be a less constant energy drain, because if it happens sometimes that all the skills are used and it recharges very quickly. Now the physical damage from the skill does not depend on the level of the character: it was 2 pts. per level. Adjusted the amount of damage from the skill: from 40 \ 55 \ 70 \ 85 \ 100 pts. and 105 \ 110 \ 115 \ 120 \ 125% of the character's physical strength, to 20 \ 40 \ 60 \ 80 \ 100 pts. and 140 \ 145 \ 150 \ 155 \ 160% of the character's physical strength. Where can players see the actual math ability damage formula? Because those dots don't explain anything. The only understandable thing is that it only increases the damage but the points decrease, so it is difficult to comment on this as a nerf, buff or it remains the same but with a system change. Honestly, I am very interested in knowing the formula to be more specific. The final physical damage of the skill has changed: instant damage slightly increased, damage per minute significantly decreased. Em... What? Well, in reality, this is not understood if the skill is instant damage, not periodic damage Gouge The skill now casts on all enemies within 1 yard around the character without selecting a target. 3x3 Skill without selecting, this means better playing performance in enemy selection, is a beatiful mechanic. Within 3 sec. after use, the character can use the “Stealth” skill even in a combat state and if there are opponents nearby. The 3 seconds can look bad but in turn it is balanced in case someone resists the skill has a chance to respond during those 3 seconds. But I see a problem is regarding the duration of this skill, so in my opinion the escape from danger mechanic should be reduced to 2 seconds for Rogues and Seekers. I mean these problems with the relic that puts Nightmares of 5 seconds, the skill is literally consumed so those 3 seconds are enough to locate the Rogues and Seekers in those cases that want to escape just by seeing where they are going. Adjusted the maximum number of PvP-targets: from 3 \ 4 \ 4 \ 5 \ 6, now 3 \ 3 \ 4 \ 5 \ 6. Stealth Increased the cooldown of the skill from 8 sec. to 12 sec. Now in the first 2 sec. after using the skill, enemies cannot detect the character or bring them out of invisibility using attacks or skills. This doesn't benefit Rogues much, only Seekers that have movement speed while invisible. The idea of not detecting the 2 seconds, is decent to counter and remove the traps but this depends a lot on the enemy's yardage. characters that have attack range reach 6 yards on their basic autoattacks and it takes 2 seconds to literally go 5 yards. The skill can now be used even in a combat state, if within 8 yards there are no opponents. I like this so much, finally this class is turning into a Rogue, this idea is amazing finally another way to answer to enemies use Gouge or took distance. It's time to test if the skill is actually good, because there are arena maps that have only one path with forks, the operation of which looks a bit strange. So, will it count as 8 steps or as distance itself? vvv Fast things, irrelevant for me.vvv Ricochet The skill no longer has a base physical damage: it was 40 \ 50 \ 60 \ 70 pts. Now the physical damage from the skill does not depend on the level of the character: it was 2 pts. per level. The amount of physical damage from the skill has been adjusted: from 50 \ 60 \ 70 \ 80% of the character's physical strength, to 75 \ 80 \ 85 \ 95% of the character's physical strength. Resumed: Nothing changed only +DMG in effect maybe, Naa... I still hate this thing for me there is literally no point in using this hahaha... or that it was a tank, or it gave me the ability to stop time and click the enemy instantly. Added limit for the maximum number of PvE-targets: 8 \ 10 \ 12 \ 14. The only thing that makes sense is that the Key talent already makes sense, because it was unlimited enemies in PvE hahaha The final physical damage of the skill has not changed. Extermination Reduced the cooldown time of the skill from 40 sec. to 25 sec. FINALLY! God I don't have to worry so much about the CD anymore The duration of the effect has been adjusted: from 12 \ 16 \ 20 \ 25 sec., to 24 \ 26 \ 28 \ 30 sec. (: Now the skill increases the “Attack Speed” parameter of the character for each equipped dagger by 8 \ 10 \ 12 \ 15%. Now the skill increases "Attack Speed" by 5 \ 6 \ 8 \ 10% and "Skills Cooldown" by 6 \ 8 \ 10 \ 12.5% for each one-handed sword equipped. The skill now increases the character's "Skills Cooldown" parameter by 12 \ 16 \ 20 \ 25% for each one-handed axe equipped. I won't say anything, because I honestly hate Rogues with 2 axes, they don't and can't have a good build, it's better to go attack speed than to be a turtle, and with this they are even more turtles I think the attack speed lost with swords is compensated by the crafted ones, thank goodness I already have them, and the daggers also compensate the crafted ones but it gives less CD, so a build of swords would be more decent. I liked this separation, so those who use daggers They will not be able to abuse the skills much since they are fast. personally ROGUE is swords If they use spring daggers, it doesn't matter, I think they'll have plenty of speed to spare. The only bad thing is in PvP, it is forcing to use Ferocity Daggers when we do not have penetration like the Seekers, so Ferocity Swords are slower. Sinister Strike The skill no longer has a base physical damage: it was 50 \ 70 \ 90 \ 120 pts. Now the physical damage from the skill does not depend on the level of the character: it was 3 \ 5 \ 7 \ 10 pts. per level. The amount of physical damage from the skill has been adjusted: from 40 \ 50 \ 65 \ 80% of the character's physical strength, to 130 \ 135 \ 145 \ 160% of the character's physical strength. Damage is decently increased It really didn't do anything, it looks better so I have another damage skill to use. A think a have a new toy The skill now applies the “Excision” effect on the enemy for 7 \ 10 \ 13 \ 15 sec., which reduces any incoming healing by 20 \ 25 \ 30 \ 40%. This now causes use, my question is: does this count for Vampirism? Because if so, it sounds generous. The resulting physical damage of the skill has significantly increased. Flurry of Steel Cast range adjusted from 5 yards to 4 yards. The skill no longer has a base physical damage: it was 10 \ 20 \ 30 \ 50 pts. Now the physical damage from the skill does not depend on the level of the character: it was 3 \ 4 \ 5.5 \ 7 pts. per level. The amount of physical damage from the skill has been adjusted: from 85 \ 110 \ 125 \ 145% of the character's physical strength, to 115 \ 120 \ 135 \ 150% of the character's physical strength. (: Increased the chance of triggering the "Stunning" effect: from 35 \ 45 \ 60 \ 80%, now 100%. STUN 100%!! HAHAHAHA, now Sentinels can have a nice excuse for cry being bully by Rogues, use Resistance Runes bonus Healer classes, -HP? no worries is balanced no need more HP. It must be admitted that there are many parameters that ignore the stun so it did not make sense that it had a failure rate. The final physical damage of the skill has slightly decreased. Trickiest Technique Increased the chance of triggering the “Stunning” effect from 60 \ 70 \ 80 \ 90% to 100%. STUN 100%!! Again JSJSJS Adjusted the amount of healing from 15 \ 20 \ 25 \ 30% of maximum health to 8 \ 10 \ 12 \ 15% of maximum health. Now this is selfish, why didn't they nerf the Seeker's Healing?. I think we should all have the new brand mechanic of the Blade Dancer they heal 35% so it is seen in total at 4/4, now that this skill looks abusive, non Penetration or Attack Strength Parameters does the Rogue have. Frenzy Adjusted the amount of the bonus to the "Critical Hit" parameter: from 5 \ 7 \ 9 \ 11%, to 5 \ 7 \ 9 \ 12%. The amount of the bonus to the “Critical damage strength” parameter has been adjusted: from 6 \ 10 \ 14 \ 18%, to 8 \ 13 \ 17 \ 20%. Now "CH" (Critical Hit) and "CDS" (Critical Damage Strenght) new terms nice The skill no longer increases incoming damage against the character. Now finally this absurd debuff disappear after years! After discuss so much this year I will give myself a break at least I see the most decent class, not with such good performance but many things have changed I will have to aspire more next year as always, balances should be every 6 months
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The amount of people complaining about this class is overwhelming to say the least. With that, I'd like to highlight easy, simple fixes to Rogue class to Devs and how they can deliver a better class. Will jump straight to the point. Currently Rogue lacks in these departments: Survivability and AOE. Survivability because Dodge simply isn't enough and most classes have a skill that lower dodge. AOE because rogue doesn't have anything useful in Gvgs and war type of situations. How to fix? Read below: Survivability: Dodge, either fix it by removing the percentage % based function and make it a stable guaranteed dodge every 2-3 seconds, that would surely make rogue survive better. Additionally, giving Furiousness skill (previously known as frenzy) a chance to trigger one of the following: -resist 1-2 controls -10-15% dmg reduction -restores 3% of hp every successful dodge, no more than 30% of hp. AOE: Ricochet: Applies Dot to targets it hits and lowering movement speed by 10% (percentage subject to change) There are few other fixes that could work, and what I mentioned could be tweaked accordingly to be balanced. But personally these fixes would surely make the class usable again
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- rogue
- class fixes
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Can we get this back please? Rogue Absolute Reflexes (passive) Every few seconds, a rogue gets a chance to evade an attack. Maximum number of effects - 3. Rogues popularity died after this skill was reworked as it is now... It is also an OG class, and was Mercilessly overshadowed by newest classes.. Also everything is about mass fights, so rogues playing as outcasts.. I know they given an talent for ricochet But it is more like they just Strengthen the only "aoe" damage that rogues has, not because they needed, but for rogues owners finally stop crying 😂 I wanna also suggest to take a look on this talents ***tirelessness*** -- I can't find a useful function for this ***thirst of murder*** -- critical feature ***elimination*** -- more critical features No idea why rogues need more "critical chance" on everything lol U can just reach easily 50% of critical chance limit and that more than enough.
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Dodge and thus rogue skills are obsolete nowadays so, again, here’s some suggestions. Accuracy stat rework : Accuracy works against block, dodge, parry. On PVP : Accuracy works only on auto attack for damagers, and only on skills for healers and tankers. It means that for damagers, when they attack a tank (for example), their skills still have 30% chance to block, but their autos gets less chance to miss because of the accuracy. Vice versa for healers and tanks (less chance to miss skills) On PVE : Accuracy works for auto and skills for everyone. So the more accuracy you have, the less you will block/dodge/parry. The formula should change, now having 50% accu means you will never miss a hit, it should be something like 50% means you will miss 2x less hits. (Can be other numbers, it’s just an idea) Dodge stat rework : Now max dodge is 30%, dodge reduction effect doesn’t exist anymore. Dodge only works against ranged classes. Can’t put dodge runes on rings anymore. Kick in the back : Creates a 4x4 smoke zone. While the zone is in effect, the character and 3/4/5/5/6 of his allies get their resistance parameters increased by 4/8/12/16/20% for 10 sec. Cooldown is 20 seconds. Dodge skill : Increase character’s dodge by 4/5/6/8/10% for 20/30/40/50/60 sec. Cooldown is 30 seconds. Absolute reflexes : Passive skill : -After successfully dodging an ennemy attack, the character gets 1/2/3/4% of damage reduction. The effect can be stacked 5 times and has a duration of 7/9/11/13 seconds. -The character also has 2 garanteed dodge stack, that also works against melees and that won’t activate the first effect. Each stacks’ cooldown is 14/12/10/8 seconds. Talents : Rework of Thirst of Murder : -The character deals 10% more damage when attacking an opponent with health less than 50% to the maximum while « extermination » skill is in effect. Rework of Tirelessness : *Now the talent is used on « Absolute Reflexes » : Allows the character to also dodge melee attacks. Rework of Versality Branche : Blade Shard “Flurry of Steel” skill additionally hits an additional target within 4 yards. Damage and duration of the “Stun” debuff reduced by 40% for the second target only. Blade echo When the character manage to dodge a hit, the next attack will heal the character by 50% of the damage taken. Does not occur more than once every 5 seconds. This effect does not trigger with « absolute reflexes » stacks.
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- rogue 2023
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Rogue atualmente tem estado de fora de quase todos os Conteúdos do jogo atualmente por seu conceito peculiar, uma classe que, ao usar Adagas, se torna uma classe que utiliza do ataque automático para causar dano, e ao usar machado, sustenta seu dmg no dano instantâneo da maioria de suas skilss, usado principalmente no PvP, como na arena causando seu dano explosivo. Mas como dito no início, o conteúdo PvE do Rogue depende exclusivamente dele, porém, diferente de seu "Rival" o Sekker (Explorador), ele não possui um dano comparavel ao do sekker mesmo que ambos possuam o mesmo SET de Armas, Armaduras e Acessórios. Com base nisso, eis aqui minha simples sugestão: ATAQUE PENETRANTE Permite que você ignore a proteção física e mágica do alvo com a chance especificada durante o ataque automático. Não entendeu? Irei explicar, o Sekker possui uma skill ativa em uma de Suas skilss Base que aumenta o dano do ataque automático. Exacerbação Recebe o auxílio "Endurecimento" pela duração da habilidade. O efeito aumenta em P% o parâmetro de força de ataque para cada adaga equipada e em D% a força física para qualquer arma de duas mãos equipada. Cada ataque automático reduz em A% a velocidade de movimento do inimigo por 3 s. Até aqui acho que você já entendeu onde quero chegar, a ideia é de certa forma, Replicar a skill "Exacerbação" do Sekker no Rogue, porém em outra habilidade, sendo uma delas: Extermínio Aplica o auxílio "Extermínio" ao personagem por Ts. O efeito aumenta em S% o parâmetro "Velocidade de ataque" para cada adaga equipada, os parâmetros "Velocidade de ataque" em R% e "Recarga de habilidade" em C% para cada espada de uma mão equipada e o parâmetro "Recarga de habilidades" em D% para cada machado de uma mão equipado Frenesi Ganhará o auxílio "Frenesi" enquanto durar a habilidade. O efeito aumenta em С% o parâmetro de acerto crítico e em S% o de força do dano crítico. A ideia aqui seria literalmente uma Adição de mais um buff em uma dessas skilss, que após o ativar a habilidade, irá aumentar em X% o Ataque Penetrante do Rogue, minha ideia é de que o aumento seja de 15% com a skill no 4/4. Estava refletindo sobre isso pois existem poucas classes com qualidades "Exclusivas" no jogo, sendo o Sekker uma delas que faz proveito do ataque automático, E com o Rogue podendo ter algo de especial como com um atributo exclusivo, que paras todas as classes do jogo em geral, não é muito boa, pois é um atributo que é mais favorável a classes de DPS que utilizam do ataque automático (Ataque rápido). Está adição trará um novo conceito para o Rogue, fora o fato de que os Rogues causarão mais dano ao usarem no Set de equipamentos deles ou incluído books e Relíquias de parâmetro de Ataque Penetrante tornando o atributo não muito utilizado mais "interessante" para uma classe em expecifico. Essa é de fato uma sugestão num tanto interessante se olharmos para classes não muito famosas e/ou mau aproveitadas no jogo, visto que existem classes de dano físico que causam um dano bem mais interessantes que o Rogue, sendo o Hunter e Ceifador que são solicitados para maioria do conteúdo do jogo, minha intenção com essa sugestão é que o Rogue seja tão forte em relação ao PvE do jogo ao ponto de sempre ser solicitado para Farms em grupo como Bosses e Masmorras da mesma forma que o Sekker é muito solicitado. Só para deixar uma coisa bem clara, não estou comparando Sekker com Rogue, ambas as classes possuem conceitos diferentes, mas por algum motivo engraçado, Sekker possui muitos pontos negativos no PvP, enquanto Rogue possui muitos pontos negativos no PvE, visto que a Aigrind está trabalhando em um balanceamento que melhore o PvP do Sekker, creio que seria possível um Balanceamento que melhore o PvE do Rogue. Obrigada pela atenção, reflitam, e se quiser, ajude para que essa ideia chegue na Aigrind caso queiram alguma mudança.
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Since majority of people noticed rogue is pretty much unplayable now, with the release of test server. I suggest to either restore extermination skill as it was before or increase the buffs given to each independent weapon type. Or make Absolute reflex duration longer to actually benefit from its buffs for a longer duration to make up for the lost buffs from extermination. Additionally, a defense increase skill, or some type of resist skill would work too to make it compete with other classes. Although i guess not needed if the first suggestion was to take place. When it came to healing, rogue had to click 2 skills to be able to heal, poison and then trick, it was tedious to do this AND it could miss and not heal. and now that same heal is nerfed by 50%. Wrap your head around that. The new sinister effect that decrease healing by 40% is good yet none remembered that alot of classes have cleanse and can just removed it on top of that it can be resisted lol. Class talents are only beneficiary for pve aspects, absolutely nothing for pvp in rogue class talents. So including something is worth unlocking those for pvp would be good. right now with either dagger build or axe build or a mixture. It will result in lack of either speed or cd or both. If attempting to add more speed accessories etc we will lose other important stats such as accu/ dodge. It's very discouraging seeing rogue go down hill each update. I've spent money on this game but i don't see a point anymore to support a game that makes a favorite class of mine unplayable. it is all up to the devs to actually listen to what everybody been saying about rogue class and fix these lacking points. @Holmes @Nolan @Dr Strange
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Hello, I saw a lot of news about the new warspear update online and noticed a lot of changes in the rogue. I don't know if you guys play the game you made but I came here to make a little outburst about the rogue class. I'm from the BR server and lately the number of rogue players has decreased a lot in recent months, I can't join any group to farm anything in the game for the simple fact of playing rogue. No one on the BR server accepts rogue in groups because the class has become outdated lately. Rogue has no penetration ability. Rogue has almost no area damage, just the "ricochet" Rogue has no area debuff. The only skill that was really good will decrease 5% attack speed, before it was 35% now with the new mechanic even if the player uses daggers the rogue will only receive 30% attack speed. I really hope that in this update you do something to improve this, instead of leaving this serious problem for later, I would like to be able to see a solution and play calmly with the character that I liked in the game. In my opinion the skill "back kicks" could be an area skill up to 1 meter equal to DK's new "breath of silence" mechanic Of course, it wouldn't be fair for all targets to receive the same debuff time as the main target, if enemies received at least a reduced amount of the "back kick" precision debuff, it would already be an improvement for the class. The biggest warspear content comes from PVE, I don't understand the need to improve something in the rogue that didn't need to improve, PVP was already great. It would be a mistake to make these changes and improve PVP instead of PVE. I don't know if I'm asking too much but please review at least one debuff skill or instant damage to cause some area effect. Poison blades, back kicks or sinister attack would be great skills with area effects. Any one of them would already help rogue players. If you are in doubt, just calculate the damage that a rogue causes in a dungeon and the damage that a charmer that is a hybrid class is capable of causing. The charmer being a hybrid does damage much better than the rogue. I hope you think about it, and be more attentive on the other servers because each server is a different universe! thanks
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I see that the number of rogues in the game has decreased a lot on the server, I think there could be some improvement in the rogue's area damage. The rogue already has a dagger throwing skill, but I don't understand why it has 2 skills that do the same functions. Steel blast and ricochet are practically the same. Maybe it would be better if the ricochet skill changed the mechanics a bit, with some additional effect. 1 - Suggestion: when using the ricochet skill, the rogue has a chance to cause the bleed effect on all targets hit. 2- Suggestion: when using the ricochet skill, the rogue throws a dagger that marks all targets around him, all targets that are marked within 2 meters of distance receive the damage of the rogue's auto attacks. (Only targets that are marked) 3- Suggestion: when using the ricochet skill the rogue has a small chance to push targets back. 4- Suggestion: when using the stab skill together with the back kick skill, targets that are in the sleep debuff (stabbing), also receive the effect of the back kick skill in area. Example: now the rogue applies the effect of the stab skill up to 1 meter away in the last updates, I was wondering what it would be like if the rogue applied the effect of taking away accuracy within 1 meter on everyone who is in the sleep effect of the skill (to stab). It would be great for a good defense and would also be a good skill combo. However, the main target hit would receive the full debuff effect, and the others only a reduced amount of the area accuracy debuff. The absolute reflexes skill isn't used that much either, so it would be better to trade the dodge + attack speed effect for dodge + penetration or dodge + stamina dodge + attack strength. These were some ideas I had, I hope I made it all very easy to understand. The rogue is one of the only classes that have abilities that do the same functions. Ricochet + steel blast AND slayer + absolute reflexes could have different buffs and combos.... The game gets more interesting when we have multiple ways to use a skill 🙂
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Bom dia, boa tarde e talvez boa noite. Estou aqui hoje para sugerir uma alteração nessas duas Habilidades do ladino por causa da sua falta de utilidade nos torneios de guilda, espero que gostem! Habilidade: rajada de aço 1/4: Causa dano a todos os inimigos ao redor do personagem em 25% da força física dele e tem uma pequena chance de atordoar-los por 2s, a quantidade de jogadores alvo é 3, a quantidade de monstros é ilimitada. Com o desenvolvimento da Habilidade, a duração do atordoamento, o dano da Habilidade e a quantidade de jogadores aumenta. 2/4: Causa dano a todos os inimigos ao redor do personagem em 35% da força física dele e tem uma pequena chance de atordoar-los por 2s, a quantidade de jogadores alvo é 4, a quantidade de monstros é ilimitada. Com o desenvolvimento da Habilidade, a duração do atordoamento, o dano da Habilidade e a quantidade de jogadores aumenta. 3/4: Causa dano a todos os inimigos ao redor do personagem em 40% da força física dele e tem uma pequena chance de atordoar-los por 2s, a quantidade de jogadores alvo é 5, a quantidade de monstros é ilimitada. Com o desenvolvimento da Habilidade, a duração do atordoamento, o dano da Habilidade e a quantidade de jogadores aumenta. 4/4: Causa dano a todos os inimigos ao redor do personagem em 55% da força física dele e tem uma pequena chance de atordoar-los por 2s, a quantidade de jogadores alvo é 6, a quantidade de monstros é ilimitada. Com o desenvolvimento da Habilidade, a duração do atordoamento, o dano da Habilidade e a quantidade de jogadores aumenta. Habilidade: ataque sinistro 1/4: Causa dano físico equivalente a 50% do dano do personagem ao inimigo e diminuí em 5% de penetração de todos os inimigos ao redor dele por 4 segundos no raio de 2 metros. O número máximo de jogadores alvo é 3, a quantidade de monstros é ilimitada. Com o desenvolvimento da Habilidade a quantidade de jogadores, a quantidade fe penetração diminuída e o tempo de duração aumentam. 2/4: Causa dano físico equivalente a 50% do dano do personagem ao inimigo e diminuí em 8% de penetração de todos os inimigos ao redor dele por 5 segundos no raio de 2 metros. O número máximo de jogadores alvo é 4, a quantidade de monstros é ilimitada. Com o desenvolvimento da Habilidade a quantidade de jogadores, a quantidade de penetração diminuída e o tempo de duração aumentam. 3/4: Causa dano físico equivalente a 50% do dano do personagem ao inimigo e diminuí em 12% de penetração de todos os inimigos ao redor dele por 6 segundos no raio de 2 metros. O número máximo de jogadores alvo é 5, a quantidade de monstros é ilimitada. Com o desenvolvimento da Habilidade a quantidade de jogadores, a quantidade de penetração diminuída e o tempo de duração aumentam. 4/4: Causa dano físico equivalente a 50% do dano do personagem ao inimigo e diminuí em 15% de penetração de todos os inimigos ao redor dele por 7 segundos no raio de 2 metros. O número máximo de jogadores alvo é 6, a quantidade de monstros é ilimitada. Com o desenvolvimento da Habilidade a quantidade de jogadores, a quantidade de penetração diminuída e o tempo de duração aumentam. Muito obrigado a todos pela atenção, espero que considerem essa ideia 🧐
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Fala ai rapaziada saiu a primeira musica do ALBUM LEGIÃO ... Conteudo WARSPEAR TRAP! Quem poder estar divulgando, serei eternamente grato! Hi everyone, the first song from the legion album is out... WARSPEAR TRAP content! Whoever is promoting, I will be forever grateful! Привет, ребята, вышла первая песня с альбома legiao ... Контент WARSPEAR TRAP! Кто бы ни продвигал, буду бесконечно благодарен! https://www.youtube.com/watch?v=lXLA1qI6Hok
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1. INTRODUCTION 2 .CLASS INFORMATION 3. SPECIALIZATIONS 4. BASIC SKILLS ( + RELICS) 5. EXPERT SKILLS 6. TREE TALENTS: PATH OF ROGUE 7. SKILL BUILD IMPROVEMENT ( + PARAMETERS) 8. COMBOS 9. SOME THINGS ABOUT THE CLASS 1. The rogue is a hard class to use, but haves skills comfortables and versatile, is fast and is a skill damager, you can perform combos with the class. You can also flee from the enemies and take a breath to think about another attack strategy, it also works to perform surprise attacks, most of all to get the best potential of the class is to attack first, never let the enemy start because it is a lost game or you must think of something fast to obtain the victory. How to start play Rogue Class Choose a free slot Select Side-Faction Mountain Clans Select character Rogue Choose gender and apariency Choose a nickname for your character Choose Game Realm (Server) 2. 3. 4. The skills are character powers that will help us a lot during our adventure in the game, each character has a maximum of 5 basic skills when you start the game. As the player levels up, the character can obtain skill points to improve them. Now let's know what the Rogue's skills are. 4.1 l Characteristics 4.2 l Relics / Merciless Strike / / / / / / Category: Attack Skill Type: Active Usage range: Melee Cooldown: 6 Seconds Energy expense: 12 / 13 / 14 / 15 / 16 Units A furious attack with a weapon, dealing heightened physical damage. The strength of damage increases with skill level. Skill Damage: Depends with skill development Relics available: / Kick in the Back / / / / / / Category: Negative Effect Skill Type: Active / Temporal Usage range: Melee Cooldown: 15 Seconds Energy expense: 13 / 14 / 15 / 16 / 17 Units Blow that reduces the enemy's Accuracy parameter for a while. As the skill develops, the number of attacks and effect duration time increase. SE Parameter Enemy's Accuracy Reduction: -5 / -15 / -25 / -35 / -45 % SE Duration: 3 / 7 / 9 / 12 / 15 Seconds Negative Effect: Accuracy Relics available: / Dodging / / / / / / Category: Defense Skill Type: Active / Temporal Cooldown: 30 Seconds Energy expense: 15 / 16 / 17 / 18 / 19 Units Increases the character's Dodge parameter for a while. As the skill develops, the power of the effect also increases. SE Parameter Dodge: 10 / 14 / 18 / 22 / 26 % SE Duration: 15 Seconds for all levels Positive Effect: Dodge Relics available: / Gouge / / / / / / Category: Control Effect Skill Type: Active / Temporal Usage range: Melee with bonus Area on Effect Cooldown: 20 Seconds Energy expense: 13 / 15 / 17 / 19 / 21 Units Deals the Paralysis debuff to the enemy, as well as to all targets within a radius of 1 yard from the character, for a while. Oppenents cannot move or use skills, any impact on paralyzed opponents removes the effect. If all opponents who are in battle with the character are paralyzed, then the character can use the Stealth skill. SE Duration: 3 / 3.5 / 4 / 4.5 / 5 Seconds PvP: 3 / 4 / 4 / 5 / 6 Targets PvE: Unlimited Targets Negative Effect: Paralysis Relics available: / Stealth / / / / / / Category: Defense Skill Type: Active / Temporal Cooldown: 8 Seconds Energy expense: 15 / 16 / 17 / 18 / 19 Units Allows the character's to move in stealth mode if not already in battle. Any attack made when stealth is in effect deals increased damage. Skill Bonus Damage: Depends of skill development. Only for 1 increased hit. SE Duration: 7 / 9 / 11 / 13 / 15 Seconds Positive Effect: Stealth Relics available: 5. Those are new skills that have been put during the development of the game. These are unlocked at level 18 and to access them you need to have spent 10 skill points on the basic ones. 6. 6.1 l ROLE TALENTS (DAMAGE DEALING CLASS) 7. Well those are all the exististing skills of the Rogue, now let's see how we can develop the skills and evaluate them for PvE and PvP. Currently there are many ways to build it, some builds are not as effective as the others, but each one depends on how the Rogue is equipped. It also depends on the strategy and gameplay of the player, it is a character that uses combos so to speak, and as a player of this class you must take advantage of it. 7.1 l PARAMETERS The parameters are benefits that the characters have, in the case of the rogue we must amplify the parameters that benefit us in damage, survival defense and use of skills · l DEFENSIVE PARAMETERS · l OFFENSIVE PARAMETERS 7.2 l SKILL BUILDS 8. This section is very important, as every player who wants to be a master of the class should know these tactics and plays of the Rogue, that can be used within the combats in the game. Note: Most combos play much better on PC than on mobile devices. This is not to say that it does not work for phones, but that they are complicated to do. On the PC they are also complicated to do, but it all depends on the use of the keyboard and mouse. I present 2 ways to do it, the traditional way, and the double click action way that can be enabled by going to Menu > Settings and Logout > Settings > · Joker / / / / It is a move to start first, it serves to deal auto-attack damage and make yourself invisible so as not to be targeted by the enemy. It is quite complicated to do, but when you do it it is satisfying. · Deception / / / / It is almost the same as the joker, but this time with a gouge, it can be used in most fights because of how basic it is. It also gives us time to think about what strategy we will use while our enemy cannot use skills and during this time we give the enemy an auto-attack damage and disappear. If you do it in PvP matches you will know why I call it deception · Short Time / / / / This attack for the enemy's eyes is like breaking the laws of space-time, but it is a slightly simple trick, Elusive Jump is a very instantaneous and fast skill, so there should not be many problems in its realization. The trick is quite useful to massively boost the damage of Elusive Jump, if you have it at 4/4 you could see a lot of difference. I called it "Short time" because the poison is a negative effect of periodic damage that we cannot control, so we must be fast enough to use the Jump before the poison makes us discover the enemy, and if they discover our damage it would be like using the Same basic poison-jump combo. · Dirty Trick / / / / Well, in elusive jump we increased the attack a lot, but is it possible with the Trickiest Technique skill? The answer is: yes, we can use the ability to do even more damage, and even better, apply a stun. · Fatalities / / / / After training quite hard, you can perform the fatalities. They are personalized attacks with the mixture of the previous combos. Fatalities are performed with the Rogue's skill build stun. They are good for dealing a lot of damage while the enemy is stunned, or with some chance that your enemy will respond quickly with a counterattack. Some Demostrations: It is also good to have some useful relics for PvE / PvP, I do not recommend using relics of periodic damage because they damage the attacks. · TIPS / / / / 9. SOME THINGS ABOUT THE CLASS It is a class that undergoes quite a few changes during the development of the game. It is a character that is better played on PC than on mobile devices. It has a high spam of skills, but not all of them are used completely. He is the character with the highest attack speed. Damage is only temporarily increased during combos. The class is not immortal, it possesses many weaknesses against ranged enemies. His previous counterpart was the Blade dancer, now is the Seeker. Many new players select the class solely for stealth, as does the Seeker. In Warspear Client installation the image character is a Rogue. "For me the rogue is a character that I have a lot of affection, with the little development he has, he is still useful for many things. It has little attack strength to sustain close combat, but great things come from the little things."
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ROGUE CLASS GUIDE [Guide in development] The rogue is a hard class to use, but haves skills comfortables and versatile, is fast and is a skill damager, you can perform combos with the class. You can also flee from the enemies and take a breath to think about another attack strategy, it also works to perform surprise attacks, most of all to get the best potential of the class is to attack first, never let the enemy start because it is a lost game or you must think of something fast to obtain the victory. Faction: Mountain Clans Alliance: Legion Dealing damage, melee attack, physical damage, stealthiness. Rogues are fast, tricky fighters. They prefer light weapons and leather armor that does not restrict their movements. They won't hesitate to use dirty tricks to reach their goals, and they may even become fully invisible. Rogues are able to deal a huge amount of damage to all enemies in a short time. FACTION PASSIVE SKILL Mountain's Power Type: Passive All heroes of the selected faction have increased Health. Health parameter: 4% Lightweight armor Type: Passive Grants use of Light Armor. Dual Wield Specialization Type: Passive Allows you to use two one-handed weapons. Reduces damage from weapons in the left hand by 40% for physical and 30% for magical. Dagger Type: Passive Grants use of daggers. One-handed Sword Type: Passive Grants use of one-handed swords. One-handed Axe Type: Passive Grants use of one-handed axes. [In development] The skills are character powers that will help us a lot during our adventure in the game, each character has a maximum of 5 basic skills when you start the game. As the player levels up, the character can obtain skill points to improve them. Now let's know what the Rogue's skills are. Characteristics Attack skills deal physical damage They can increase parameters with positive effects They place negative effects or debuffs on the enemy Relics [In development] Merciless Strike Type: Active Usage range: Melee Cooldown: 6 Seconds Energy expense: 12 / 13 / 14 / 15 / 16 Units A furious attack with a weapon, dealing heightened physical damage. The strength of damage increases with skill level. (*)Skill Damage: Depends with skill development Kick in the Back Type: Active / Temporal Usage range: Melee Cooldown: 15 Seconds Energy expense: 13 / 14 / 15 / 16 / 17 Units Blow that reduces the enemy's Accuracy parameter for a while. As the skill develops, the number of attacks and effect duration time increase. SE Parameter Enemy's Accuracy Reduction: -5 / -15 / -25 / -35 / -45 % SE Duration: 3 / 7 / 9 / 12 / 15 Seconds Negative Effect: Accuracy Dodging Type: Active / Temporal Cooldown: 30 Seconds Energy expense: 15 / 16 / 17 / 18 / 19 Units Increases the character's Dodge parameter for a while. As the skill develops, the power of the effect also increases. SE Parameter Dodge: 10 / 14 / 18 / 22 / 26 % SE Duration: 15 Seconds for all levels Positive Effect: Dodge Gouge Type: Active / Temporal Usage range: Melee with bonus Area on Effect Cooldown: 20 Seconds Energy expense: 13 / 15 / 17 / 19 / 21 Units Deals the Paralysis debuff to the enemy, as well as to all targets within a radius of 1 yard from the character, for a while. Oppenents cannot move or use skills, any impact on paralyzed opponents removes the effect. If all opponents who are in battle with the character are paralyzed, then the character can use the Stealth skill. SE Duration: 3 / 3.5 / 4 / 4.5 / 5 Seconds PvP: 3 / 4 / 4 / 5 / 6 Targets PvE: Unlimited Targets Negative Effect: Paralysis Stealth Type: Active / Temporal Cooldown: 8 Seconds Energy expense: 15 / 16 / 17 / 18 / 19 Units Allows the character's to move in stealth mode if not already in battle. Any attack made when stealth is in effect deals increased damage. (*)Skill Bonus Damage: Only for 1 increased hit. SE Duration: 7 / 9 / 11 / 13 / 15 Seconds Positive Effect: Stealth [In development] They are new skills that have been put during the development of the game. These are unlocked at level 18 and to access them you need to have spent 10 skill points on the basic ones. Elusive Jump Type: Active Usage range: 5 yards Cooldown: 16 Seconds Energy expense: 22 / 24 / 26 / 28 Units Moves the character to the enemy and deals physical damage. The enemy receives extra damage if they're affected by the Poisonous Blades skill. (*)Skill Damage: Depends with skill development (**)Enemy Poisoned Skill Damage Bonus: 20% Flurry of Steel Type: Active Usage range: 5 yards Cooldown: 18 Seconds Energy expense: 7 / 8 / 9 / 10 Units You are able to throw a knife at your enemy which will deal some physical damage with a chance to stun the enemy. (*)Skill Damage: Depends with skill development. 85 / 110 / 125 / 145 % Stun chance: 35 / 45 / 60 / 80 % SE Stun Duration: 1 / 1.5 / 2 / 2.5 Second/s Negative Effect: Stun Poisonous Blades Type: Active / Temporal Cooldown: 26 Seconds Energy expense: 14 / 16 / 18 / 20 Units Puts a poison on the weapons. Poisons the target during any attack and causes damage for a certain amount of time. (*)Skill Damage: Depends with skill development. SE Duration on Player: 8 / 10 / 12 / 14 Seconds SE Duration on Enemy: 6 Seconds for all levels Number of Intervals: 3 Hits Intervals Time: 2 Seconds Positive Effect: Poisonous Blades Negative Effect: Poison Ricochet Type: Active Usage Range: 4 Yards Cooldown: 15 Seconds Energy expense: 14 / 16 / 18 / 20 Units A rogue throws a dagger that ricochets and hits a few targets at once. (*)Skill Damage: Depends with skill development. Damage Radius: 3 / 3 / 4 / 4 Yards PvP: 3 / 4 / 5 / 6 Targets PvP: Unlimited Targets Extermination Type: Active / Temporal Cooldown: 40 Seconds Energy expense: 20 / 22 / 24 / 26 Units Increases attack speed and reduces skill cooldown time. SE Parameter Attack Speed: 8 / 15 / 22 / 35 % SE Parameter Cooldown: 15 / 20 / 25 / 30 % SE Duration: 12 / 16 / 20 / 25 Seconds Positive Effect: Extermination Absolute Reflexes Type: Passive After successful dodge from an enemy attack, the hero's attack speed and dodge chance increases for some time. The skill's effect cannot trigger again during the duration of skill, as well as 2 seconds after the duration expires, for all levels. SE Parameter Attack Speed: 8 / 12 / 18 / 22 % SE Parameter Dodge: 5 / 7 / 9 / 12 % SE Duration: 3 / 4 / 5 / 7 Seconds Positive Effect: Absolute Reflexes Sinister Strike Type: Active / Temporal Usage Range: Melee Cooldown: 18 Seconds Energy expense: 16 / 18 / 20 / 22 Units Deals physical damage to an enemy and decreases its physical and magic defense by a certain percentage for some time. The power, time and damage of the effect increases with the skill level. The damage dealt also depends on the character's physical power and its level. (*)Skill Damage: Depends with skill development. SE Enemy's Defense Reduction: -15 / -20 / -25 / -35 % SE Duration: 7 / 10 / 13 / 15 Seconds Negative Effect: Weakness Frenzy Type: Active / Permanent Cooldown: 10 Seconds Energy expense: 16 / 18 / 20 / 22 Units Reduced energy regeneration: 5 / 7 / 9 / 10 Units Increases the character's Critical Hit parameter and the amount of critical damage they cause while the skill is active. All incoming damage to the character is increased while the skill is active. SE Parameter Critical Hit: 5 / 7 / 9 / 11 % SE Damage Critical Bonus: 6 / 10 / 14 / 18 % Incoming Damage: 20 / 16 / 12 / 8 % from enemies Positive Effect: Frenzy Trickiest Technique Type: Active Usage Range: Melee Cooldown: 16 Seconds Energy expense: 24 / 26 / 28 / 30 Units A blow that deals physical damage to the enemy and a negative Stun effect with a certain chance for some time. If the enemy is under the effect of the Poisonous Blades skill, the skill deals increased damage to the enemy and restores a certan percentage of the character's maximum health. The combo works with any Poison. (**)Skill Damage: 110 / 115 / 120 / 125 % (**)Enemy Poisoned Skill Damage: 120 / 130 / 140 / 155 % Stun Chance: 60 / 70 / 80 / 90 % SE Stun Duration: 2 / 2.5 / 3 / 3.5 Seconds Restored Points: 15 / 20 / 25 / 30 % of HP Negative Effect: Stun Legend: SE = Skill Effect (*) = The skill's damage doesn't meet the assigned percentage, or depends on a mathematical formula that includes the assigned percentage, hero level and/or skill level. (**) = The skill's damage if it meets the assigned percentage, but the damage doesn't en up being exact. ? = Unknown Data [In development] Stealth + Status: 1 / 2 / 3 Level/s Cost: 5000 / 10000 / 15000 Knowledge Increases duration of a skill effect. SE Bonus Duration: 1 / 1.5 / 2 Second/s Merciless Strike + Status: 1 Level Cost: 30000 Knowledge Increases the power of the skill from the physical strenght of the character by 5%. Shadow Veil Status: 1 Level Cost: 42000 Knowledge When leaving an invisible state from the Stealth skill, the character gets the Shadow Veil positive effect for 5 seconds. The effect keeps 25% of the damage bonus from the skill. Positive Effect: Shadow Veil ROLE TALENTS (DAMAGE DEALING CLASS) [In development] Long Death Status: 1 / 2 / 3 / 4 Level/s Cost: 2625 / 4465 / ? / ? Knowledge Increases the damage from the character's skills that deal periodic damage by 0.5 / 1 / 1.5 / 2 %. Moment of Power Status: 1 / 2 / 3 / 4 Level/s Cost: ? / 5735 / 7765 / 10125 Knowledge Increases the damage from the character's skills that instant periodic damage by 0.5 / 1 / 1.5 / 2 %. Frugality Status: 1 / 2 / 3 / 4 / 5 Level/s Cost: 1800 / 2700 / ? / ? / ? Knowledge Reduces energy consumption when using skills by 1.5 / 3 / 4.5 / 6 / 7.5 %. [In development] Stellar Blessing Status: 1 Level Cost: 36000 Knowledge Character receives an additional skill development point. Well those are all the exististing skills of the Rogue, now let's see how we can develop the skills and evaluate them for PvE and PvP. Currently there are many ways to build it, some builds are not as effective as the others, but each one depends on how the Rogue is equipped. It also depends on the strategy and gameplay of the player, it is a character that uses combos so to speak, and as a player of this class you must take advantage of it. Defensive Parameters: HP, Dodge, Accuracy, Vampirism, Parry, Resistance, Solidity Offensive Parameters: Accuracy, Critical Hits, Penetration, Attack Speed, Rage, Piercing Attack, Attack Strenght, Stun. ROGUE DODGE The most well-known build, by the rogues community, is used for PvE, and exploited for PvP. It is a good build, it has excessive dodges, which can be replaced with the equipment that the player possesses. But it lacks control effects and damage. 3/5 Merciless Strike or Stealth (Stealth Recommended) 5/5 Dodging 5/5 Kick in the Back 4/4 Extermination 4/4 Absolute Reflexes 4/4 Trickiest Technique 1/4 Frenzy [2/4 +1 Stellar] I like to call it a mythical build, I got to use it when I reached the level 32, my rogue was untouchable and I could farm the bosses of the game. It serves a lot to farm bosses or mobs. Frenzy help us a lot for critical hits bonuses, need take a lot of care because enemies can make on us more damage. ROGUE HP (TANK) It is a Hybrid variant of the Rogue dodge, but this one has a bit change in its skills, it gives it good advantages of negative effects and control, supporting with it the good dodge index. 3/5 Merciless Strike [4/5 +1 Stellar] 5/5 Dodging 5/5 Kick in the Back 4/4 Extermination 4/4 Ricochet or Sinister Strike 4/4 Trickiest Technique This build works so that you are the tank of the group, you must have good damage with a little vampirism in your armor and this must have all the crafted equipment of HP% Sinister strike help us for decrease enemy's defense and that works for us for make more damage but is for melee chases. Ricochet help us for agro mobs around. Trickiest help us for recover HP cause of low vampirism, and healer classes Shaman - Necromancer is obligatory for dungeons bosses. NOTE: The members of your group party must not be classes that can surpass your damage. ROGUE DPS The fast rogue of the game, he has a good attack speed and vampirism, he also has good damage. It should be noted that the armor must have critical damage and accuracy. 5/5 Merciless Strike 5/5 Kick in the Back 3/5 Stealth 4/4 Extermination 4/4 Elusive Jump 4/4 Frenzy (Recommended Maxed) 1/4 Sinister Strike [2/4 +1 Stellar] Optional 3/4 Frenzy 2/4 Sinister Strike [3/4 +1 Stellar] This build serves to be fast damage of the group, and eliminate the enemies quickly, it is a build that has a little energy regeneration in the equipment, in exchange for making fast attacks and not using many skills. It has a medium performance to tank, it weakness is the control skills from mobs, most of players with this skill build haves specific armors for exploits all damage parameters, but they lacks of HP. Frenzy maxed, damage incoming from mobs are lethal for us. Depending of situations, many mobs or bosses with AoE attacks. Anyway if we use kick wisely, with a bit of luck we can dodge. NOTE: Is a PvE build. ROGUE DAMAGE It is a variant of the Rogue DPS, it can have a bit of attack speed and exploit some attack parameters of the game, it has a good control skills and effects, which makes it useful for PvE and PvP. 5/5 Merciless Strike 3/5 Kick in the Back 5/5 Stealth 4/4 Extermination 4/4Flurry of Steel 1/4 Elusive Jump [2/4 +1 Stellar] 4/4 Frenzy Optional 1/4 Sinister Strike [2/4 +1 Stellar] Is the true rogue of the game is the league of almost all build, its armor must be balanced with the use of skills and auto-attacks. Stealth maxed is very higher damage for next attack from us. Imagine harnessing the talent of Shadow Veil. Frenzy is amazing for increase a lot of damage critical, so it can works for us. Elusive Jump makes good damage with poisons. Sinister strike for decrease enemy's defense, but in our group party we can use Necromancers 4/4 Infection 4/4 Dark power or Charmers 5/5 Weakness is more useful than waste points on it. Anyway is optional. ROGUE STUN The most useful for PvP and GvG is this construction, but it lacks dodging, it is a construction that works to do good damage, apply combos with negative and control effects towards the enemies. 5/5 Gouge 5/5 Kick in the Back 1/5 Dodging [2/5 +1 Stellar] 3/5 Stealth 4/4 Extermination 4/4Flurry of Steel 4/4 Trickiest Technique Optional 3/5 Stealth [4/5 +1 Stellar] 1/4 Absolute Reflexes [2/4 +1 Stellar] 1/4 Frenzy [2/4 +1 Stellar] 1/4 Sinister Strike [2/4 +1 Stellar] The build can alse be used for PvE, but you must be a more experienced player, to know when and where apply the skills. And with this build we can use the point of the talent tree in the skill that you like the most. With Gouge we can paralyze enemies around us, the downside is that it is very ineffective if there are classes in our group that use any area skills. You have to use Gouge wisely, it also serves to escape from combat. Kick will serve us well for the moment. Only works for 1 target of our preference, cause the skill still being melee. If you don't like Dodging so use the stellar in Stealth. If you don't want active Dodging so use the stellar in Absolute Reflexes, but Dodging gives more bonus than this expert skill. Frenzy with stellar is for PvE Stun Rogue. Sinister Strike with stellar is if you don't want Frenzy, Sinister works for PvP and PvE modes. NOTE: The stellar can be used in any skill of your preference, I only put recommendations. [In development] This section is very important, as every player who wants to be a master of the class should know these tactics and plays of the Rogue, that can be used within the combats in the game. Note: Most combos play much better on PC than on mobile devices. This is not to say that it does not work for phones, but that they are complicated to do. On the PC they are also complicated to do, but it all depends on the use of the keyboard and mouse. I present 2 ways to do it, the traditional way, and the double click action way that can be enabled by going to Menu > Settings and Logout > Settings > Joker It is a move to start first, it serves to deal auto-attack damage and make yourself invisible so as not to be targeted by the enemy. It is quite complicated to do, but when you do it it is satisfying. Realization: Click + Stealth Stealing Like the previous one, only this time it is in motion, which makes it even more difficult to execute. Since it's harder to do and has movement, I decided to call it stealing. Realization: Move to the Target > Click + Stealth Deception It is almost the same as the joker, but this time with a gouge, it can be used in most fights because of how basic it is. It also gives us time to think about what strategy we will use while our enemy cannot use skills and during this time we give the enemy an auto-attack damage and disappear. If you do it in PvP matches you will know why I call it deception Realization: Gouge the Target > Click + Stealth Short Time This attack for the enemy's eyes is like breaking the laws of space-time, but it is a slightly simple trick, Elusive Jump is a very instantaneous and fast skill, so there should not be many problems in its realization. The trick is quite useful to massively boost the damage of Elusive Jump, if you have it at 4/4 you could see a lot of difference. I called it "Short time" because the poison is a negative effect of periodic damage that we cannot control, so we must be fast enough to use the Jump before the poison makes us discover the enemy, and if they discover our damage it would be like using the Same basic poison-jump combo. Elusive Jump Combo Skill: Realization: Gouge > Poison > Click + Stealth > Jump Dirty Trick Well, in elusive jump we increased the attack a lot, but is it possible with the Trickiest Technique skill? The answer is: yes, we can use the ability to do even more damage, and even better, apply a stun. Trickiest Technique Combo Skill: Realization: Gouge > Poison > Click + Stealth > Trickiest Fatalities After training quite hard, you can perform the fatalities. They are personalized attacks with the mixture of the previous combos. Fatalities are performed with the Rogue's skill build stun. They are good for dealing a lot of damage while the enemy is stunned, or with some chance that your enemy will respond quickly with a counterattack. Some Demostrations: It is also good to have some useful relics for PvE / PvP, I do not recommend using relics of periodic damage because they damage the attacks. Fatality CDPS To do this, you need to hit 70% attack speed and have more than 66% cooldown (66.3% is the CD I did this with) It is used to kill monsters quickly, for PvP it could also work, it is good to evade any attack or control effects. Abbreviation: CD Cooldown + DPS Damage per Second = CDPS Cool Damage per Second (This in Spanish sounds cool ) Demostration: TIPS · If you have the Stun parameter equipped in your build, you should know how to take advantage of that time to add it with the other stun skills, so you will be able to keep the enemy stunned for longer. · Try to try several times it never comes out the first time, I even made mistakes for time and movement. SOME THINGS ABOUT THE CLASS It is a class that undergoes quite a few changes during the development of the game. It is a character that is better played on PC than on mobile devices. It has a high spam of skills, but not all of them are used completely. He is the character with the highest attack speed. Damage is only temporarily increased during combos. The class is not immortal, it possesses many weaknesses against ranged enemies. His previous counterpart was the Blade dancer, now is the Seeker. Many new players select the class solely for stealth, as does the Seeker. "For me the rogue is a character that I have a lot of affection, with the little development he has, he is still useful for many things. It has little attack strength to sustain close combat, but great things come from the little things."
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After accommodating the dodge time, let's say that the class has not yet died and can continue to be useful for few things. But dying of being an unusable class, I don't think so, there is still a bit of hope, but for the class to be stable you have to make changes to the armor. Rogue Developer commentary: If you thought the Rogue was bound to receive strong nerfs in this update, then you were wrong. The Rogue, like any other class, has vulnerabilities that one can exploit and prevent them from realizing their full potential. It's important to mention that the Rogue's effectiveness only applies to one target and only against certain classes. We can say that the character adequately fulfills the role assigned to him in PvP battles. My opinion: The rogue is big nerfed, in dodge build, Is disastrous for the penetration and damage of the class, a change with the relics is also mandatory. And it would be a class of CD and energy regeneration by skill spamming. Dodging Increased the cooldown duration: from 20 seconds to 30 seconds. Reduced the duration of the skill: from 20 \ 30 \ 40 \ 50 \ 60 seconds, to 15seconds. Increased the “Dodge” gain parameter: from 5 \ 7 \ 9 \ 11 \ 13 % to 11 \ 14 \ 18 \ 22 \ 26 %. Good Dodge for 15 seconds and cd for 30 seconds. Ok that might be fine if they add 100% resist, the class is still vulnerable to permanent stuns to control. Because with 15 seconds they force us to arm DC and energy regeneration, I mean a class of low damage with attack parameters of a healer, and we would have to be forced to use the [Great Relic of Continuous Effect] necessarily, and lose the [Relic of Curse Removal]. So with the empowering relics the class is nerfed too. Gouge Now the skill additionally applies the “Paralysis” effect on all targets within 1 yard of the character. If all enemies in combat with the character are paralyzed, the character can use the "Stealth" skill. Reduced the skill effect duration: from 3 \ 4 \ 5 \ 6 \ 7 seconds to 3 \ 3,5 \ 4 \ 4,5 \ 5 seconds. Ok this is... Idk is the same like Blade dancer?, if is the same is fine. But Rogue cant reduce Damage or speed damage like them. 1 yard why not 2 yards? Ok is the same skill but only with aoe and low time stunning this only serves for run from the battle. Because make group for arenas or gvgs the skill still with poor removible stun. But in other chase this skill is nice only for expert rogues. Flurry of Steel Increased the cooldown duration: from 14 seconds to 18 seconds. Another CD nerf? why?, this skill and trickest fails excesive times 4/4, and "permanent stun" is Fake, both skills can be defended by parry, block and dodge, including resist... Trickiest Technique The combo restoring health if the target is under the effect of “Poisonous Blades”, now works with any poison. Good Finally! I can use Hunter's Poison for heal and Relic of Poison, is good for abuse it 🤔, This was not what I had in mind, but now if this need nerf, the idea was that it works with the poison of the player not of others, also about the Relic is a good reason to be able to use it. Absolute Reflexes Now the skill’s effect cannot trigger again during the duration of the skill, as well as 2 seconds after the duration expires. Reduced the skill’s duration: from 5 \ 7 \ 10 \ 14 seconds to 3 \ 4 \ 5 \ 7 seconds. Reduced the “Dodge” parameter bonus on 3-4 levels of development: from 18 \ 22 %, to 16 \ 19 %. I dont care, Rogues PvP not need this, is better waste skill points in stuns than this, the skill only works for pve, and with Knowledge talents build is 2/4, so nevermind. add: Ok I read again the skill is full nerfed no works, I prefer thousand of times delete this skill including Ricochet, the dodge bonus is moved to dodging active/temporal skill for 15 seconds. [Rogue Stun Build] Frenzy Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 7 \ 10 \ 12 \ 15 units. Reduced the cooldown duration: from 18 seconds to 10 seconds. The skill no longer increases the “Accuracy” parameter of the character. Added the bonus to the “Critical Damage” parameter of the character during the skill’s effect: 6 \ 10 \ 14 \ 18 %. Added a visual effect for the skill. Only this makes me happy and unhappy xD, RIP Accuracy, idk but is time to make CD or Accuracy Build?. And RIP Penetration in rings now the class depends of Energy Regeneration. And regeneration boots... Add: Is the same worst skill from rogue, many people said in forums long time ago: remove increased damage from the enemy. This skill is only for decorative skill for rogue and increase critical failed hits. and I died many times with this skill actived. 20% is really excesive and upgrade this for 8% damage incoming from the enemy, no I prefer use other skills. NOTES: 1 Where is the rogue's Accuracy reduction debuff? the warden can now reduce 55%, it is more difficult to hurt them!, and frenzy without Accuracy is horrible. And the warden keeps putting up a Shocking Blow Stun, for only be resisted, no dodged and no parried and no blocked. Warden Punishment Increased the value of the “Accuracy” parameter reduction: from 5 \ 15 \ 25 \ 35 \ 45 %, to 15 \ 25 \ 35 \ 45 \ 55 %. = Wardens are overrated, idk why super buff this class they uses Block dodge rings for all occasions, and have block have parry why buff dodge?, can explain me pls. I tested pvp with warden 5/5 this skill, I never hitted him...and this isnt only for me is for all classes, developers you only make this for exterminate Charmers, but charmers still winning. Warden never going to be a Charmer counter pls. Better make more usefull rogue class for GvG, like my suggestion kick in the back with area on effect and remove decrease accuracy from shaman totem they no needs it... 2 Forcing the rogue to have a CD!? Is a damage no a skill spammer, and without accuracy... I prefer a thousand times the rogue as it is now than with the update. Damage classes needs Penetration Accuraccy, and "Rogue skills CD spammer" = No Accuracy No Penetration (Low Damage) 3 Ranger and hunter classes should not have been improved with dodge because they are "ranged damage", that takes them a lot of advantage, and the rogue's stuns will miss more! It is a 2d game and the classes that are melee have quite a disadvantage with the ranged classes. Rip Trickiest and Rip Flurry of steel, still failing each use 4 Also, where was the Kick in the back area debuff? It is the only way that the class is useful for something in PvE and PvP 1v1 and groups, because with the current dodge is possible survive the Area damage from the mythical Boss of Nadir-sar Dungeon, [but with those 10 seconds no longer, good bye to the rogue class] Developer changed to 15 seconds, use Great Relic of Continuous Effect for Dodging skill and Big CD + 50% 5 They'd rather nerf the Rogue's dodge than nerf the Blade dancer's resistances, it's already impossible to do decent PvP with the Rogue class. The rogue only served 1v1 by sheer luck. About "Permanent Stun", depends how works Gouge I not understand it, but if that works Like Blade dancer's Paralysis is: Maxed Stun Build: 5/5 Gouge (5 Seconds) + 4/4 Flurry (2.5 Seconds) + 4/4 Trickiest (3.5 Seconds) = 10.5 Seconds of Stun for Autoattacks For Human's Minds = 6 Seconds of Stun for Autoattacks (Stun Build Still Nerfed and Stun Gouge Timing Nerfed 2 seconds. but let's see if gouge is like Bladedancer's paralysis, and PvP vs Seekers coulds be a funny disaster xD) Guys is a disaster. 6 So the Rogue class still like garbage in PvP, it depends on the kick that is still Melee, so if they fights vs 2-3 players or in the GvG with 5/5 dodging coulds works good, but with 1/5 dodging, maybe... At the end, the class Rogue still useless for GvG or groups, it is nerfed in 1v1 combats only because it makes "excessive dodge", with dodge rings, also without good damage and vampirism, using axes that make it slow, and dependient on lucky stuns. (Probability stun fail 10%-20% + Enemy's Resistance Parameter + Blocked, Parried and Dodged) After the update it can be said that it should be put CD for PvE and PvP modes, and Mana Regen for PvE, and the class continues without resistance defense from enemy's stuns, depending only of resistances runes in amulet-helmet and guild passive bonus lvl 12, losing vampirism in Amulet, and defense in helmet for PvE / PvP modes. Read for Understand: It is a bit unfortunate that a class that should take advantage of its defensive and offensive stats as a damage class ends up being beaten by the community of Sentinels just because they can not kill Rogue class in 1v1 combats, but they are happy when they are finally killed in groups, because it is more easy to apply stuns at all times. So I don't understand why the people hate the class so much, if with most of the classes on the Sentinel side they can make a good counterattack. Also it was only an issue in 1v1 to apply the stuns to evade the kick debuff, or use resistance parameter in armor. I think that was it, like damage class is not good ,good day for everyone
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Ok the moment of truth has come, we already played the test server. I have taken some screenshots with CD parameters and skill time. Then opinions can be discussed. I'll leave you screenshots of the Dodge skill, and give some and other tips to improve the rogue, which I think could work very, very well. "I also want to clarify that the CD I used is an approximate one, with equipment from lvl 29 -30. I also have improved the 1/5 CD of the talent tree from update 10.0 Era of Knowledge" Dodging Skill Without CD: Dodging Skill With Helmet Nadir lvl30 (CD Crystal) + Snow Belt CD lvl30: Dodging Skill With Helmet Nadir lvl30 (CD Crystal) + Snow Belt CD lvl30 [Extermination Skill Buff Actived]: Dodging Skill With Helmet Nadir lvl30 (CD Crystal) + Snow Belt CD lvl30 + Passive CD Guild lvl10: Dodging Skill With Helmet Nadir lvl30 (CD Crystal) + Snow Belt CD lvl30 + Passive CD Guild lvl10 [Extermination Skill Buff Actived]: As you can see, the minimum I could get out of the Skill was 18 seconds, which as a defensive skill has a gap of 3 seconds difference is a bit problematic for 15 seconds. Some pros and cons of the skill: Pros: A high CD will be needed, which can be used to benefit other skills and exploit damage skills. Skill can be overexploited for constant use of offensive and defensive relics It has a good dodge parameter if you make it maxed, only for a PvE build and a rare PvP build, where you depend on using a lot of dodge. If the skill is not improved, it is double the bonus of what there was before, then you can change 1 dodge parameter to 1 weapon or 1 ring, and put parry, damage reflection or vampirism. If the skill is maxed, you can use a full vampirism build, without any problem, and in weapons that depends on the use and the taste of the person. Let's say there are good pros, but do you know how long it took me to think about them? and they are still practically few. Cons: Like a pros, the high CD can be seen as a cons Constant high mana consumption in a short amount of time due to Skill Spamming. Due to Skill Spamming, many auto-attacks are lost. Other good offensive armor parameters are lost (Accuracy, HP, Penetration). The drastic change in armor bonuses causes a complicated build. Must be Exact Relic change Need a high level guild, so not use this class like secondary char in a low lvl guild for farm strong bosses, you losing speed, CD and dodge. are super importants those parameters in Rogue class. Let's also say that you can leave it in a low level guild but you will know that it is not the same to deal with bosses with great accuracy. TIPs for Rogue players I remember that with the full CD build that I put with guild and everything, it is 18 seconds of CD, so we have 3 seconds left without the ability, what can we do? First we can leave it at that, leave the empowerment relic that we use. in my case I use the [Relic of Curse Removal]. Second, if you want permanent skill I recommend you use the [Great Relic of Continuous Effect], it is obtained in the dungeons. Relic increases skill time by 40% then: If it is 15 seconds, 40% is 6 seconds, if we add the 2 it gives us 21 seconds of the buff. 15s + 6s It can also be made permanent with the [Small Relic of Continuous Effect], 20% is a 3 second bonus, so now it is exactly 18 seconds. 15s + 3s. The downside of increasing the bonus time with the relic, is losing the use of other empowering relics that are quite useful not only in PvP but also PvE. In my case, losing the [Relic of Curse Removal] is quite painful, because it has saved me from quite a few deadly debuffs like bleeding or poisoning, and even curses. And this has only been PvE, the PvP mode is missing to see the massive difference. (I think some things were missing but I forgot) Dodging Skill With Passive CD Guild lvl 10 [Extermination Skill Buff Actived]: Actually, it's 50.2%, I don't understand why the photo shows 50.5%, that is, an extra 0.3% but let's say it's 24.9 seconds, rounding it is 25 seconds. Then imagine waiting 10 seconds to use dodge again. It is unusual in my opinion, the enemy classes are mostly full Stun, so giving them that opportunity of 10 seconds, is something absurd, and kick only removes the accuracy of 1 enemy. It is very absurd, now the magicians, druids, blade dancers, rangers and paladins, apply the stuns and place a single combo and they already kill you. then the skill is now obsolete. Now let's say that with the [Great Relic of Continuous Effect], it is 21 seconds, there are still 4 seconds left to recharge, Ok now we can say that surviving 4 is better than 10, for me it is something reasonable but at the same time not. The great weakness of Rogue class is to be stunned and the enemies ranged-attack, those are its 2 weakest points in the game since it is melee. For me, being a melee class is unfair, because in the arenas the only thing they do is run and move away, and if we get close to them, they slow us down with skill combos, and this damages vampirism, auto-attacks including also the use of our skills. So how "balance" of this skill I still disagree, they are rendering the rogue very useless vs ranged attacks, and most of the players prefer to attack from a distance and run. I admire more those classes that are melee, they are people who do know about combat. And I still don't understand why ranged attack classes keep improving them to the point of being impossible to touch. Also its against is the worst is as if the skill did not exist, each point of precision lowers points to dodge, the only way it works is that the precision only applies to PvE mode and not PvP. But obviously they won't do this and by the way it would be super difficult to balance this, because this is when everyone uses dodge on their armor. I also tried the passive skill Absolute Reflexes, and that causes me to erase it. Now speaking of melee attacks, the rogue continues to work, only with the Kick in the Back skill, if you don't put this on your enemy, forget 100% that you will dodge. But the class has a very poor survivability performance. Because Kick in the Back is still melee for 1 target. And 1v1 depends on your enemy, but I assure you that if you make only 1 mistake you are dead. I don't mean to say that melee classes are difficult to kill with the Rogue, because we all already know what they are. And even so those classes will remain the same, some that others improved a little. Ok now let's evaluate the stuns skills: Flurry of Steel: It is horrible, I could say that it is even worse, I tell you: your PvP armor needs CD on it, but even so the skill is still just as weak with 2 seconds of stun with a probability of 80%. And it can be blocked and dodged, I did pvp with ranger and hunter and what they did was dodge the skill, I mean wait for the CD again to fail again. No, honestly it's horrible, if you are still build Stun I recommend leaving it even 4/4, no matter how useless the skill is, but there is no other way to stun the enemy at a distance, if you reduce it the probability of stun will be worse than your luck dropping books. Also if the stun fails use jump and then Gouge. But if you are Rogue, you will know how complicated it is for this to be 100% successful. Flurry of Steel Skill With Helmet Nadir lvl30 (CD Crystal) + Snow Belt CD lvl30 + Passive CD Guild lvl10 Flurry of Steel Skill With only Passive CD Guild lvl10 and CD crystal in Helmet PvP lvl 29 Trickiest Technique: I did not tested it, sorry, I will do it next time, but the skill remains the same, I have not tested if it can be cured with any poisoning. Until then when I test it I go edit this part. Gouge: Ok, the skill is the druid's copy of the song of the forest, but it is 1 meter around the rogue, it could be a cross shape or a 3x3 area. I like it, it is useful for facing classes that summon summons like Necromancer, Druid, Charmer, Templar. Ok the bad thing is: the skills "elemental backing" and "help of chaos" are ranged now, so it is still weak to magic attacks. Also that is not what I expected, I thought it would do the same effect of Rush of the Blade dancer but without running. And this makes it poor in gvgs, the Legion continues to have very poor area stuns, which are removed with any hit, so why do we have chieftains? If using a gouge it would be a waste of energy. And not just chieftains, but most of the Legion Side all have AoE skills that remove these types of poor stuns. Another thing, 2 seconds of stun removed to do the same skill, but AoE? the druid has 7 seconds 4/4. So it should be 7 seconds for Rogue and Seeker, both classes use the 7 seconds to think what to do, 5 seconds of AoE stun is little and forces us to use other abilities like crazy without thinking, and Seeker is not a class that has a good CD, so I also see them very disadvantaged. Put 7 seconds!!! On the other hand, putting the AoE ability was a good suggestion, but it seems that the player who suggested it sacrificed precious stun time in exchange for an AoE stun. And I have not taken the time to read the Russian forum, because I have very little free time. And looking at it like this, the rogue still has only 5.5 seconds of auto-attacks while the enemy is stunned with luck. Then it is better that for PvP weapons swords and daggers are really useful and do not have critics. That bonus is really useless. These should be daggers Precision and Attack Speed, and Swords Penetration and Attack Speed. I see balanced this in rogues and seeker, the precision to kill the rogues. and penetration to equal the damage of the seeker's auto attacks. TIPs for Rogue players: Ok now how the skill is AoE. It's even better, but with relics. I suggest you use the [Relic of Reaction], [Terrible Relic of Sickness] and [Terrible Relic of Control]. [Terrible Relic of Sickness] not works with AoE, only works in the selected target [Terrible Relic of Control] works with AoE. I don't have [Relic of Reaction] yet, but the skill can be resisted in AoE too. I think the Dodge skill should have Resist, and remove [Relic of Reaction] from Kick in the Back, why? Well, the 2 skills Kick and Gouge are debuffs, so it is more attacking than defensive, and I prefer to use dodge and have a resistance time for control effects and there it would be a totally consistent skill. Also, if the enemies are going to be running, it is not worth having a relic that also only activates by chance, because Kick and Gouge are put many times, it is more worth having the relic in the AoE skill, than in 1 melee, and if you use dodge and resist a control effect, it gives you time to attack. Ok for last, is time to evaluate the "FIXED" skill Frenzy Visually: It is a skill that looks very beautiful, I give it a 10/10, I love it too much, it also matches with [Fu Hao] costume, orange is one of my favorite colors. Damage performance: I have the skill at 1/4, because my construction is full stun, to help something in PvP, also the game is more PvP mode than PvE, so it is not worth putting it to the maximum. The skill disaster (Read before buy this in the update): Very pretty, very good benefit of critical damage, but the skill continues to have the same error that we all want to erase, and that is that the skill continues to have the same debuff towards the rogues, receiving more damage from the enemy. "In short words, enemy's attacks will hurts more". It's sad, the skill had been perfect until I noticed this fatal error. They take away the dodge, frenzy remains the same, our stuns are useless, we have no shield, we do not reduce damage, The stun is removed by 1 AoE effect or any damage, and are we still useful for 1v1 or in groups? This shows a lot of hatred towards us. The rogue's balance is incomplete yet, you can't even call this a balance. "Sorry this is too long, but I say all this because, these balances are made only 1 time at year, and during the year it is seen that something always went wrong, and I think it is very little time to make such massive changes for the snow update, thanks for read " (I will keep updates on this post, any send this to devs please... Zzz...)
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The rogue itself must be the character that uses daggers, but the bonus stats of the daggers are not very good at most with the parameters that the rogue currently has, he has many enemies that can easily kill him in 1v1 combat or in groups, so he makes a character weak in defense and weak in attack due to the rare constructions he has Haves low accuracy and critical hit parameters due to Frenzy's ability that nobody uses, in addition to not maintaining constant damage as other damage classes do. He can only hit 1 strong damage if he makes a low stealth blow, also to be able to do a "decent damage" he must use axes but he loses attack speed and is slow, he can use daggers but loses dodge and some precision parameters, penetration and critical hits Depending on the dagger, and if it is the crafted one, it loses attack speed, then to arm it is difficult and it must also have Wrath in case of emergency. each bonus of these loses other bonuses so it costs to build it in if this class, and as it is a damage it is expensive. I did not add attack strength, but the class should have it because it uses daggers, but what matters most is the damage that is partly better because all skills will do good damage the same Then the rogue as he cannot reduce the damage or he cannot use a shield, his defense is the dodge and it no longer works, so I present some Ideas and arrangements for the defense and offense of the rogue, also that it can be useful for group attacks Dodging Type: Active Increase parameter Dodge 15%-18%-20%-22%-25% Add: Resistance to all control effects and debuffs for 4-4-5-5-6 seconds and remove [Relic of Inmunity] from this Note: It is a defensive skill of the rogue, but its parameters must be increased so that it works better in both PvE and PvP, it is reduced very easily with the accuracy parameter, which turns it to 0%, The Rangers reach the maximum accuracy and the bladedancers have decent accuracy and reduces dodge and parry. PvP mode makes enemies prefer accuracy build than critical hits, so as a defensive skill it is useless, and makes the character an easy target to kill. And the skill should not have similarities with the other skills of the other classes like ranger or hunter, the rogue is supposed to dodge in melee and those classes are ranged and it gives them much more advantage to make attacks, and worse than those stuns of them can only be resisted which is unfair to the rogue who is melee. Also the passive is a skill dependent on this, that if you do not have a good "dodge" it will not be activated and with Build PvP it is 1/5, then the rogue does not have a skill that allows it to defend itself well against the attacks it receives. I added resist to be able to escape from the control abilities, as it is a melee class and the enemies are not allowed to do any damage with all the stuns they put, the resist works like the chieftain, which can be activated while you are in trouble . Smokescreen Reworked Kick in the Back Type: Active Usage range: 5x5 Area of Effect Energy expense: Skill with mana consumptiom Reduces parameter Accuracy 15% - 25% - 35% - 45 - 55% Adding: every succesfull autoattack to the enemy gets again the debuff Note: It is the strong defense skill of the rogue, it is not even dodge, a rogue practically puts dodge on the armor and puts this skill at 5/5 and does a few dodges, but in the pvp mode against many being melee it does not work, so why It works, it must be in the area of effect, it must also reduce the precision quite a lot by 55% to the maximum, because other characters damage such as the ranger all the precision is increased, this makes the dodge absurd and that is why all the hits hit it, also if Come, the enemy would have -5% accuracy, which if you have the dodge activated it would only serve 20% at 1/5, and if it is at 5/5 you would only have 30% dodge. He also added that each hit of the rogue's auto-attacks returns to the enemy the effect of lowering the precision, this is in the case of bladedancers that have a considerably high precision, in addition to reducing the dodge parameter, and it would help a lot to remove the 3 loads resistors in case they do not remove it, it also works for the mermen armor, which always removes the debuff and waiting for the cd makes it useless. It is also a range of 5x5, which is considerably short, because it would be 2 yards of space to the enemy at the moment it is applied, but if the enemy receives a hit he gets the debuff of lowering his accuracy. it's like the exacerbation of the seeker Also smokescreen is literally nerfed because it is for 1 use only, it does the effect to 7 enemies maximum in area, but these can have the debuff if they are auto-attacked With smoke screen and dodge explained, it would be a total of 20% or 30% dodge to do against the enemy, with this in pve you can easily decide whether to put vampirism or more dodge. In pvp it is the same if you decide to dodge him with vampirism accessories and have little resilience, or arm yourself with full sand accessories and have vampirism or dodge enchantments. I emphasize that a 20% dodge is not much, so the skill would not be taken advantage of but it is much better than before where you do not have a considerable dodge and all the enemies hit you without fail Extermination Type: Active Cooldown: 20 seconds max level Add: Effect Penetration 10%-13%-15%-18% and Increase damage 5%-10%-15%-20% Note: The cd is excessively high that forces you to put a cd in your helmet and boots and even so the effect is not permanent like the other damage classes, so it must be reduced to 20 seconds, so as not to have gaps in attack speed in the Fights that only appear because you are stunned sounds better, I also added 18% penetration because it would have Smokescreen's energy consumption ability, and with how little the character hits and how slow in DPS. Trickiest Technique Type: Active Increase chance stun 100% level maxed Increase time stun 4 seconds level maxed Add: Decreases enemy's attack speed parameter 10%-15%-20%-30% Note: Stun has many failures in pvp but many, plus it has many counters such as Block, Parry, Dodge and Resistance. So if it can be defended by the enemies, why put 90% chance stun?, I do not see it very useful in itself honestly, also the ability should have a parameter to reduce the attack speed of the enemy after the stun, this is for be able to deal damage class against them and not die from auto-attacks as easily as seeker or blade dancer. And adding lowering the attack speed of the blade dancer would be the best thing that could be done to do battle with them, because it is not fair that this class has a counter for all of them, the attack speed of the rogue is high but if it goes axes it is slow, and if Daggers do not hurt, and if sap reduces the damage and the attack speed is a very strong skill also that you will be under the effect of paralysis which is annoying not being able to do anything Now why the stun time it has to be 3.5 seconds and not 4? explained are 3 seconds of stun plus 1 bad addition that does not work Flurry of Steel Type: Active Increase chance stun 100% level maxed Increase time stun 4 seconds level maxed Combo: If you are in under effect Stealth ignores dodge and parry effect Note: Ok this is the most useful and useless skill of the rogue at the same time, its error is that the stun time lasts very little time 2 seconds 4/4, also it has a low chance of applying it 80% 4/4, and this is another skill that can be defended with Block, Parry, Dodge and Resistance. So adding the stun skills of the rogue are 5 seconds of stun for attack which 5 seconds for a character who should use "daggers" and uses axes is very little time to do damage with the slowness and little that hits, it is not even a good DPS, ok regarding Parry because it applies to him if it is a ranged ability? I have already done enough pvps and it fails for a parry this is extremely stressful because it gives the enemy the opportunity to slaughter you with only 1 combo, and the rogue has literally none at the moment everything is a matter of luck if you hit the stun, take away those defensive parameters Under the stealth ability, a frontal attack can be defended but if you don't know where he is? the stun should be applied Ok I emphasize the stuns the strong ones of the rogue pvp, the failure rate is very high, both are not 100% probable that they apply the stun all enemies can make them defenses so their application rate is not 80-90% it is much lower honestly I also emphasize the stun time that adding would be 8 seconds of pure attack, while the enemy cannot move, this makes it more useful, also reducing the attack speed makes it a good opponent for bladedancers who apply the same skill to us Poisonus Blades + Trickiest Technique Fix Healing from enemies, I cant heal if hunter or another rogue puts poison in boss 1st than me, so I need put poison 1st for get heal Killers instinct (Reworked Frenzy) Type: Active Increase critical hit parameter to 8%-13%-18%-25% and critical hit damage to 5%-10%-15%-20%, enemies inside in the area of effect 3x3 gets bleeding of 30% of dmg base PvE: Unlimited PvP: 4/4 7 Players Note: Some say that the rogue is melee and that it should be like that because yes but it does not say that it has defenses in the area and the rogue as I described it is still melee only with a little damage in area, because Ricochet's skill also does not work and does good damage
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mudanças agradáveis no jogo: -mais espaços para mudar de set automático(pode ser liberado por coins/gold). -botão para retirada de todo o set( ultimamente creio que dos 3 espaços de set utilizados só usam 2 pois disponibilizam 1 para retirar o set e fazer o "telemorte" onde o player se sacrifica para chegar em um local mais rápido, no caso a estátua. -Disponibilizar a compra de bag compartilhada disponibilizar o acesso remoto ao deposito de guild e ao marquete/market(vendedor de itens usados) mesmo que com coins ou gold ou quest. - mudança na mecânica de quest de boss e lives se uma pt matar a missão será cumprida para todos os aliados(fora da pt e dentro da pt) e o drop só vai para a pt que realmente matou o boss ou diminuir o tempo de respaw do boss para 5min. obs: sobre a mecanica de done do boss isso ajudaria bastante pois evitaria conflitos ou uma pt mais fraca esperar +10min para boss renascer e evitaria de as pessoas recusarem char fracos na pt. - mudança nos slots de habilidades ter a opção de fixar os slots de habilidades na tela não sendo preciso selecionar para abrir os slots de habilidades ao invés disso simplesmente aparecer mais slot de habilidades na tela e com opção de botar teclas de atalho para cada habilidade assim cada jogador não precisa se adequar a um modo restrito(12345qwert) de usar suas habilidades.
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