Back to www.wakfu.com

No flash

Forum

[Discussion] Air Rogue - Trick Master
posté May 06, 2012, 03:59:56 | #1
[Discussion] Air Rogue - Trick Master Everyone who is playing an Air rogue probably satisfies with your damage output. But there's more than just doing damage that you can do with air rogue.

Personally I am aiming at an 8 AP build and 4+ MP, in the far future 10 AP might be good too

Main ability (aside rogue master + air master): Magnetic Claw + All 5 air spells.

Now let's just assume that we have an air rogue with 8 AP and 4 MP. What are the combo you usually think of?

Some examples:

Close range:

Long Sword > Roguery > Barbecued Ribs > Slapshot

Boomerang Dagger x2 > Barbecued Ribs

Range = 1: On the same line

Roguery > Barbecued Ribs > Long Sword > Roguery

Boomerang Dagger x2 > Step in > Barbecued Ribs

*Use boomerang combo for to-be-locked target

Those are for fighting against a single target. How about 2 targets?

More examples:

Legend: R = Rogue, M = Mob, [ ] = a cell

Scenario 1:
[ ][ ][ ]
M1R M2
[ ][ ][ ]

Strategy: Barbecued Ribs on both targets (if necessary) > Magnetic Claw on M1 > Roguery M1 to pull it back to original cell and get outside => R M1[ ]M2 > Longsword both of them.

Scenario 2:

M1[ ][ ]
[ ][ ]M2
R [ ][ ]

M1 and M2 are not lining up nicely for Boomerang Dagger. There are many ways to tackle with this:

1. Roguery M1 > Boomerang Dagger M1 + M2, Twice!! > Barbecued Ribs M1 (Most simple and efficient, damage wise)

2. Get close to M1 > Barbecued Ribs M1 > Roguery M2 > Barbecued Ribs M2 > Boomerang Dagger M1 + M2. You have 4 AP to spare but no MP left. So 2 Slapshots should be allocated somewhere in the combo.

3. Inefficient but viable option: Get close to M1 > Slapshot + Barbecued Ribs M1 > Magnetic Claw M1 > Boomerang Daggers M1 + M2 > Roguery M2 > Barbecued Ribs M2.

4. Lining M1 and M2 up 1 line while doing some damage: Get close to M1 > Barbecued Ribs M1 > Slapshot M1 > Roguery M2 > Boomerang Daggers M1 + M2 > > Barbecued Ribs M2 > Magnetic Claw M2

etc.

Slapshots are thrown around randomly just to use up AP

With 5 MP, more flexible moves become viable. With 3 targets surrounding (even with 4 MP) you can line them up, arranging for triple hits with Boomerang Daggers or Longsword (good for the next party members too), help allies out of locks, pull & swap, so on and on.

Does this give you a new view of the air rogue? Feel free to comment :3

P/S: I'm making this thread out of boredom so feel free to discuss openly, don't have to get too serious!  


posté May 06, 2012, 13:28:05 | #2
Just out of curiosity, how much points did you invest into MP and AP to get 8 AP and 4 MP? Or is that obtained only via gear?
Haven't played wakfu in a long while, and just started playing it seriously

Nice info btw.



posté May 06, 2012, 15:32:43 | #3
From level 40 onwards many boots will give +1 MP.

For AP, you can save up attribute points (30 level - 150 points) for 1 AP, and wear an AP set for another AP (Royal Blibli or Nun set at high level, or Black Crow set if you can afford it).

Other options are wearing +2 MP set (Noke set - all element damage + consists of only 4 parts or Crobak set - air based) then wear a Satisfaction ring (-100 HP, -1 MP, +1 AP).

There are some +AP necklaces but they have relatively high penalty such as -wisdom (less exp), -damage, -resist, -Initiative, etc.


posté May 08, 2012, 23:26:56 | #4
And About HotWire! Give extra 50% Damange! Its good Too!


posté May 09, 2012, 01:24:26 | #5
I recommend maxing Air Master, Rogue Master and at least level 7 of Magnetic Claw before putting points into another ability.

I'm still thinking whether to put points into Hot Wire or not. Personally I want a maxed boombot too, it's pretty strong and mobile and can run errand for me ;D


posté May 09, 2012, 14:28:58 | #6
BoomBot Strong! It's a fire! and have 0% damage! Or am i wrong?

what damnge it can hit, in high lv?


posté May 09, 2012, 19:19:42 | #7
Next to nothing But I think it has decent HP, resist and good MP, can be used as a blocker for me  


posté May 10, 2012, 08:36:40 | #8
Nice build Res, I'm liking the idea a lot and will consider taking this as my main character for a while.

With the 8AP 4MP build, what will you do stat wise if say, you spent 150 pts to get 1AP then used gear for the remaining 1AP and 1MP? Do you think agi and or crit would be a nice idea there?

Cheers,

CCP


posté May 10, 2012, 13:17:29 | #9
Agi is nice though personally I won't get any This is the part where different builds vary.

Personally, aside from the 1 AP, I'll get MP, range and critical hit chance. Although the air rogue is very flexible at manipulating close-mid range, he has rather low resistances (due to wearing init/critical gear) and doesn't have a HP boost passive.

The initiative from equipment can really make air rogue become very strong. At high level an air rogue probably can have 250-300 Initiative without putting attribute points in it (though this requires you to have an angora bow meow for +50 Initative or a Tofu pet for +25% damage).

Rogue's Air spells have very nice extra effect with critical hit so it's a waste not making it happen more often. Also rogue's air spells are very 'sexy' with +Range, that I'm referring to Slapshot and Boomerang Dagger.

Slapshot though appearing as a melee spell, but its range is actually extendable. Once extended, you can also use it for diagonal 'shot', not just for linear aim.

Boomerang Dagger is probably the most cost effective spell of Rogue with no line of sight requirement, extendable range, diagonal AOE, 62 damage (at lvl 100) for 4 AP and 1 MP, 105 base damage if crit.

Though the air rogue is very flexible I think he should only move mobs around if that helps strong allies a lot (like a Cra/Enu being locked for example or mobs scattered close to a Fire Iop). The remaining times should be used to do damage with Boomerang Dagger x2, +roguery if you can and if that doesn't break the formation, + barbecued while you're at close range. At some points, if you manage to get +2, or even +3 range, you will feel like being an air cra before nerf patch though not as OP considering you can only attack twice with almost double the costs.


posté May 10, 2012, 15:18:00 | #10
Cheers Res, I will go for utilizing that crit bonus and that awesome range perk for slap shot/B-dagger!

Keen to lvl and hit some pvp........right after I get over this hell week of uni assignments

Peace

CCP


posté May 11, 2012, 18:06:50 | #11
Oh and just a word of attention to potential air rogue: Boomerang Dagger is a too good spell to remain untouched so better be prepared, build your rogue flexible and not too reliant on this spell alone (like air cra with only storm arrow).

Hopefully the coming new spell exp system will allow choice of spells become more manageable


posté August 11, 2012, 15:52:50 | #12
Fantastic xD I love your guides, exspecially the ones on Rogues. I have a question: how would you use the air rogue to fight against a more ranged class? Like water Eca (with the leap they can easily avoid being locked and can then get further away with more leaps or just using MPs) or Cras.


posté August 12, 2012, 07:52:04 | #13
Air rogue used to be able to reach extreme range (range of 8) but now the range of Boomerang Dagger can no longer be extended. Plus rogue in general has no effective and low cost movement ability, therefore (pure) air rogue really has no way to effectively fight range class.

Your best bet in this case is to get 5 MP, try to corner them within a range of 4 (Boomerang Dagger's range) and hit them twice with it, or use Blinding Bombs (of level 30-40 at least) to blind them. The blinding effect will last for 2 turns.

However this doesn't guarantee your win. Thanks to Air Mastery Air Rogue still has significantly more damage bonus than most of other classes. You can out damage an Enutrof, or an Eniripsa but classes with great utility like water Ecaflip or water Xelor are real challenges.


posté October 20, 2012, 10:32:01 | #14
Hey Resonate, I wanna thank you for all the guides you made about rogues. I agree that air rogue doesn't have much range and and is garbage against cra,xelors etc. (I used to be pure air rogue).
Now I switch to fire (well,at-least I'm trying to). Do u have any tips that I can use with my new fire-air ability? also, when do u think the next reset is? I want to max my rogue master.


posté October 20, 2012, 12:00:32 | #15

Quote (ExtremeShiz @ 20 October 2012 10:32) *
Hey Resonate, I wanna thank you for all the guides you made about rogues. I agree that air rogue doesn't have much range and and is garbage against cra,xelors etc. (I used to be pure air rogue).
Now I switch to fire (well,at-least I'm trying to). Do u have any tips that I can use with my new fire-air ability? also, when do u think the next reset is? I want to max my rogue master.
There's nothing you can really do with the air element anymore. Fire-earth rogue, or pure Earth rogue may work but not Fire-Air. The last thing you could take advantage of air spells is to use Roguery & Magnetic Claw to get behind an enemy.

The base damages of all air spells have become lower than average to average (15 dmg per AP). They have no significant range yet Rogue has no effective distance closing ability or defensive capability (+resist% or HP%).

The original advantage of air rogue was the damage boost from Air Master (40% initiative). Now it has been reduced to 30%, plus the initiative system has been revamped so after your turn will definitely an enemy's turn, not possibly your ally's anymore. Air Rogue used to be said as a better Air Iop but not anymore.

The recent new, high level content suggests that doing big hit, big damage is better than multiple of small hits. The latter will raise enemy's resistance or other disadvantageous conditions to you. Therefore, the earth element is better than air because:
- Pulsar can use up everything you have for 1 big hit.
- Piercing can reduce enemy's resistance.
- BAAM is a very good close range attack.

Because of surprise shot, they are all better than boomerang dagger now as BD has lost both of its range advantage and higher damage advantage.

In conclusion, I think by the time you can reset, Ankama will probably have revamped Rogue and new way of building Air Rogue will open for you (and for me too).