Back to www.wakfu.com

No flash

Forum

The Rogue, uncovered!
posté April 25, 2012, 19:20:42 | #24
Man that Ini passive looks OP to me. Putting points into initiative will give almost as much Air Damage as simply puting into Agility. Plus, damage from initiative items. And he's got +Ini passive. Remember, that we're talking about Initiative - one of the most important stats.
However, looks like air build needs Crits for its full potential, so you probably will have to find balance between Crits and Ini.


This post has been edited by krowakot - April 25, 2012, 19:22:04.
posté April 25, 2012, 21:17:10 | #25
So...
One moth after the Rogue Release, We'll see a nerf coming.
Just look at these Air Master and Rogue Master.


posté April 25, 2012, 23:43:23 | #26

Quote (LeroyoreL @ 25 April 2012 21:17) *
So...
One moth after the Rogue Release, We'll see a nerf coming.
Just look at these Air Master and Rogue Master.
Indeed. I wouldn't recommend starting a Rogue seriously. I can't even imagine how awfully unbalanced and broken it will be for the first few months. Well, that's how Ankama always do things


posté April 26, 2012, 18:26:09 | #27

Quote (Arthropoda @ 25 April 2012 16:42) *
There is one thing I found completely weird. Only fire branch relies on bombs and yet 4/5 of their active support spells are based on bombs. Looks like every earth and air Rogue are going to have some spare points, differently from fire which is going to lack points.


Edit:

After reviewing their spells it seems that air and earth are going to rely more on passive support spells, giving them certain advantages over fire ones who are not going to be able to level Runaway without sacrificing a spell, as an example.
I quite agree......the earth and air rogue each have about 2-3 options each that will actually help their element. So after lvl 40-60....i wonder what support skills earth n air rogues will lvl.........


posté April 27, 2012, 03:01:37 | #28
Actually, the other branches can take a few of the bomb ones to take advantage of some alternate effects. Air can use Magnetic Glove to push opponents away. Earth can take that or any of the other shot spells to add additional damage.

Really, Air is the one that lacks good alternatives. Earth has just enough skills, and Fire has a few too many. :/ Hope they figure that out eventually.