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First Impressions on New Rogue
posté May 02, 2012, 21:15:09 | #1
First Impressions on New Rogue After 'short' wait, we finally got our hands on brand new rogue.

What do you think about current rogue; what was your expectations, concepts you liked, things you said meh and class advantages?

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First of all I liked Magnetic Claw and Boombot quite much.

Magnetic claw can push enemies in close combat, which quite useful for Roguery Backstab combos for air (or even for earth and fire) When you grab the bomb, the boombot can use its skills on you. That means it can push you around too! Also you can make grabbed bomb explode on yourself for the lols.

Extender of Boombot, turning all earth shots into AOE is a nice touch. It was exactly what I wanted with Drheller and Earth skills combo for Enutrof. Ankama listens after all.

However, I'm kind of disappointed about Runaway leaves you with lots of disadvantaged positions; it doesn't nullify damage and it turn your back to enemy while it's still not your turn. I can't see the use of that passive...

Also extra effects for critical air skills not that great as I hoped. (Save for Boomerang Blade and Longsword.)


posté May 02, 2012, 21:46:35 | #2
I've found Rogues pretty cool. My build now is fire, since I've always been a fan of bombs (since Dofus).
The fire Rogue looks weak and to tell the truth they are the weakest build atm, in pvp and pvm. However, I believe that once bomb walls work properly (they are not working most of times) they'll get pretty balanced.

  • Hotwire: I don't know how Ankama wanted this spell to work like. It is pretty good now, and as far as I am concerned it also takes into consideration the fire damage bonus to boost earth spells. I am not sure about that though, nee to get to a higher level and test it more effiently.
  • Detonator: I like the spell, cheap AP cost and some bomb damage boost. The only thing that really pisses me off is that the boost is just mechanical damage bonus, meaning that it does not increase the overall damage but it works like normal damage bonus.
  • Magnet: love this spell! Just think that to make it easier to cast the throw cost could be reduced to 1 AP, it's completely fine the way it is now though. Good for all 3 builds!
  • Boombot: as a fire rogue I don't like this spell, mainly because it costs mechanic. I also don't like the fact it has such low hp and it's not based on your health. It is a key spell for Earth build though (the area of effect is insane).
  • Pyrotechnics: that's so far the spell I most like. I am able to teleport enemies to where my bombs are and blow them up. It may still be useful for air and earth builds since it's always nice positioning/getting away from enemies.
  • Bomber Fan: good spell. I don't like it much since, like Detonator, the damage bonus is just mechanic damage bonus meaning that it increases bombs damage as fire damage does. It'd be nice if they ever replace this bonus for a chain effect bonus, like +20% damage per bomb activated.
  • Surprise Shot: key spell for earth builds. Really nice!
  • Air Master: good spell, sadly it only affects air build.
  • Runaway: good but unreliable. Looks like a good spell for the earth build.
  • Rogue Master: love it.



This post has been edited by Arthropoda - May 02, 2012, 21:47:05.
posté May 02, 2012, 23:03:35 | #3
My opinion:

Earth - Useless. I mean, he's a damage dealer with average base damage on spells, but without single damage buff. Imagine Cra with 2x lower range, who didn't boost any damage passive.

Fire - Has great potential, probably can solo a lot of dungeons. But the thing is, you pust A LOT of effort to do some damage, while fire Iop or Xelor can press 1 button and do the same or better damage.

Air - My favourite. Very cool spells and does pretty nice dmg. I think, he might be good in pvp. I don't like 1 thing. "Run away" passive. Sometimes it's useful for air Rogue, sometimes it can totally screw him. If you could only turn it on/off whenever you want...


posté May 02, 2012, 23:26:04 | #4
@krowakot

Earth lacks some skills yeah. They have great potential though. Did you see the strength sets? Hehe


Get a level 100 with maxed Pulsar, 8 AP 5 MP, 450% Earth Damage.

  • Pulsar: -643 HP, 40% Chance of taking -193 HP (surprise shot)
  • On Boombot: -450 HP (Triangle area of effect, extremely huge, you should see it)
  • Piercing + Pulsar = -286 + 85 (40% chance) + 396 + 118 (40% chance)
  • Double BLAM!: -286 2x. If cast on Boombot: -286 2x (staff area of effect in front of boombot) + 200 (Huge triangle area of effect) 2x. Plus 40% chance of adding 30% of damage done.

Just a brief example.


The coolest thing about Earth branch is Boombot's area of effect. It's really amazing, far from being useless. I dare say it's more tactical than Fire build.


This post has been edited by Arthropoda - May 02, 2012, 23:28:43.
posté May 02, 2012, 23:35:01 | #5
Can anyone explain how Pyrotechnics is any good for positioning?

It appears it won't work unless the target is already in the vicinity of a bomb. How is that any good? It would be cool if I could teleport them to bombs when they were far from them, but from an adjacent position already? Quite useless!


posté May 03, 2012, 01:24:59 | #6

Quote (Arthropoda @ 02 May 2012 23:26) *
  • Pulsar: -643 HP, 40% Chance of taking -193 HP (surprise shot)
  • On Boombot: -450 HP (Triangle area of effect, extremely huge, you should see it)
  • Piercing + Pulsar = -286 + 85 (40% chance) + 396 + 118 (40% chance)
  • Double BLAM!: -286 2x. If cast on Boombot: -286 2x (staff area of effect in front of boombot) + 200 (Huge triangle area of effect) 2x. Plus 40% chance of adding 30% of damage done.
And you think that's good damage for a damage dealer? Take that Pulsar for example. Fire Xelor for on 100lvl easily does more than 900dmg with just using all AP, not MP as well. And he's got 20% chance to strike again.
The only interesting spell is Piercing, because it's ignoring resists.


This post has been edited by krowakot - May 03, 2012, 01:25:31.
posté May 03, 2012, 03:06:15 | #7
You are comparing Rogue with an overpowered class, that is not wise 


posté May 03, 2012, 08:22:19 | #8

Quote (Arthropoda @ 03 May 2012 03:06) *
You are comparing Rogue with an overpowered class, that is not wise
some people who play Air Iop begin to think that Air Rogue abit Op too (like 4th air spell of Rogue better then 5th air spell of Iop if he cri.....)

well anyway as long as you like it so play it that it.....(I still no idea about my earth rogue but I like character who wield gun and look like Anti-Hero style so I think I will play this earth Rogue to the end....of my sub lol)


posté May 03, 2012, 12:58:03 | #9
Basically:

Air Rougue + Fire Spells support (get AP with bombs for more combos) = Very Good
Earth Rougue + Fire Spell support (get AP with bombs for more Piercings) = Very Good
Fire Rougue + Earth Support (using skill for trade element) = Very Good

all ballanced, not OP, tested all this 3, and all are good for diferent situations


Air - 1x1 Fights PvE and PvP

Earth - The best for World Bosses with 400% resists of all elements, with 10 AP, 2 Piercings will be a good help for WB farm


posté May 03, 2012, 14:35:37 | #10
Earth Rogue will all points dumped into earth? or would he put any into ap or mp?


posté May 03, 2012, 14:49:41 | #11

Quote (Roshi-Sensei @ 03 May 2012 14:35) *
Earth Rogue will all points dumped into earth? or would he put any into ap or mp?

AP, yes. I would aim for 10 ap for double Piercing shot... 1 from stats, 2 from Moowolf set and 1 from a weapon?

That way you'd be one hell of a Boss killer.


posté May 03, 2012, 16:31:31 | #12
just some offtopic sry - the game's changed, damage was lowered. in no way can xelor now hit for 900 on normal hit. so the damage u write about is quite reasonable.


posté May 03, 2012, 16:34:25 | #13
Inb4Ankamapostsathreadsaying"UsingPiercingshotonbossisanexploit"becauseitignoresresistandcankillbosseswithhighresistseasily

They did it with totem.

Won't be surprised if they do it with Piercing shot.

Nyeheh~


posté May 03, 2012, 16:53:47 | #14
The Boombot has a bug btw.

Once you deploy him he consumes 1 mechanics. But if you lay bombs first which consume all your mechanics you can still deploy the boombot, even with 0 mechanics. Figured that out by accident when I got my second mechanics point yesterday.


posté May 03, 2012, 18:16:45 | #15
hotware or detonator????
i'm a fire rogue.


posté May 04, 2012, 13:26:08 | #16
I've been theorycrafting a Fire Rogue Pulsar build.

Throw bombs, get AP when they blow up, use Hotwire and shoot Pulsar.

Just a bit hard to decide what abilities to level up. Any ideas?

Obviously Master Rogue and Hotwire would be necessary for this and Bomber Fan for bomb damage. Now there's enough points left to max 2 more abilities.

So far what seems like a good idea is to get 8-9 AP and 4-5 mech. Throw bombs near each other on turns 1 and 2, on turn 3 use Pyrotechnics to throw an enemy on the bombs, detonate and shoot pulsar.

So Pyrotechnics could be one possible choice. A few points in Detonation might be necessary too for range, although +Range affects Detonation range too.

There are just some problems. Putting the pile of bombs anywhere and getting an enemy close enough for Pyrotechnics shouldn't be a big problem. What's problematic is the 3rd turn. You want to save as much AP and MP as possible for the pulsar. You'd have to spend at least 2 AP for Pyrotechnics and then possibly move a bit to be able to shoot the Pulsar at the enemy.

What would be possible at this point is Boombot. Instead of using Detonation for detonating the bomb pile, have the Boombot do it. This way on the 3rd turn you would just throw the enemy in the bomb pile and summon Boombot. Detonate the bombs with Boombot and get the nice AP amount for the next turn. The problem this time though is that before you get to shoot your Pulsar at it, the enemy gets a turn before you! This might force you to move a bit to get the target in line of your Pulsar. Also the WP cost of Boombot leaves you with 2 shots of Pulsar per fight.

I guess I just need some practice with bomb tactics first. Gonna have to decide using Pulsar tactics afterwards.

Oh yeah, does Boombot aoe with earth shots work with Hotwire too?


posté May 04, 2012, 14:18:16 | #17
Pulsar tactic sounds lame to be honest. One shot costs 2WP (shot+hotwire) and requires you to not spend WP on anything else. If you do, you cripple your own damage. Not worth it imo.


posté May 04, 2012, 17:48:20 | #18
Yes, you get only 2 Pulsar shots if you spend 1 WP on Boombot. However there's WP gear and Eni's mark that can give more WP. Fights shouldn't last long enough for you to need more than 2-3 shots anyway, as setting the bombs already eats a few turns.

What else would a Fire Rogue use the WP in? Sure I guess you could use Hotwire each time you detonate your bombs, but would that damage top the damage you could do with a Pulsar with 14 AP and 5 MP?

Cmon guys, throw some other Fire builds too.


posté May 04, 2012, 19:19:53 | #19
Does bomb wall work ? i put 3 bombs but it do not damage on glyph....


posté May 04, 2012, 19:59:18 | #20
Glabrezu i also noticed the potential of fire/earth hybrid.
the best thing that can happen is then a mobb stands on the bomb, if they do i go grab the hotwire and blast away with machinegun preferebly on a bombbot. By doing that the bomb explodes and gives back AP making me able to throw several more machine guns