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The Rogue, uncovered!

The Rogue, uncovered!
2012-04-25 11:04 26
The Rogues are heading for the World of Twelve on May 2nd! Read on to find out more about their amazing versatility in combat!


The Rogues are WAKFU’s most feared bandits, and for good reason: they’re so versatile. Pistols, bombs, blades and gadgets are the main components of their devastating arsenal, and they won’t hesitate to use each and every one of them to achieve their nefarious goals!

As you’ll soon find out, we’ve kept their unique system of bombs, but their gameplay has changed, and their class spells have been overhauled. Each elemental branch has its own theme, and we’ve tried to make them more coherent.

Bombs

A Rogue’s bombs have several unique features: they don’t block movement or line of sight, and they have charges. When a bomb no longer has any charge, it will explode. But bombs can also be thrown directly at a target, in which case they will explode immediately, just like grenades!

You can increase a bomb’s charge using the fire spell “Barbed Fire”, but you can also decrease it using the detonator, or by simply throwing or attacking the bomb itself.

An exploding bomb will trigger all other bombs present in its area of effect.Can you imagine the devastation you could wreak with a few well-placed bombs?

The earth rogue

The Earth branch is based on the firing of pistols. Each pistol shot is different, be that in its range, area of effect, or cost in points, making this Rogue particularly versatile!

  • Machine Gun: an unpretentious burst that will allow you to finish off (or make a hole in!) your target at low cost.
  • Piercing Shot: particularly effective against strong targets, this spell ignores a target’s resistances!
  • Crossfire: a perfect diagonal shot for hitting hidden targets or surprising your opponent.
  • BLAM!!!: if your enemies have been stupid enough to gather together in a group, BLAM!!!’s area of effect will make them rapidly think twice about making the same mistake again!
  • Pulsar: this powerful shot will consume all of your AP and MP and will inflict damage according to the number of points consumed.


The air rogue

Air Rogues are sneaky and deceitful. They won’t hesitate to slap their opponent about and stick their longsword right in their ribs! What’s more, each of their spells has a surprise up its sleeve: a unique effect on a critical hit!

  • Slap Shot: the Rogue whips out its dagger to tear its opponent to pieces. On a critical hit, the target will suffer reduced Air resistance.
  • Rogueise: this spell will pull the target towards the Rogue, and position the Rogue behind the target. On a critical hit, the target will become Confused.
  • Boomerang Dagger: the Rogue throws its dagger in a circular arc. On a critical hit, they will receive an extra pistol shot.
  • Barbecued Ribs: this spell offers great close-combat damage, and at low cost. It is so powerful on a critical hit that the target loses 1MP.
  • Longsword: the Rogue brandishes a longsword and deals a powerful close-combat attack to its target. The blow is so powerful that the Rogue is pushed back one tile. However, on a critical hit, the opponent it also pushed back one tile!


the fire rogue

If you like blowing things up, the Fire branch is made for you! Specialists in gadgets and explosives: a Fire Rogue always has a detonator to hand!

  • Burning Bomb: this bomb will explode four turns after it is placed, with a chance of inflicting the Burning state.
  • Barbed Fire: the Rogue uses a piece of magical barbed wire as a whip to teach its enemy a lesson. When cast on a bomb, this spell gives it a charge.
  • Blaze: using this spell, a Rogue can turn a bomb or Boombot into an electrical conductor, causing damage around the bomb or Boombot.
  • Blinding Bomb: three turns after being place, this bomb will emit a blinding flash, inflicting the Blindness state.
  • Flaming Glove: the Rogue uses its Flaming Glove to pull itslef closer to its bombs.


Rogue specialities

Active Specialities

  • Hotwire: this specialty allows a Rogue to ignite its Earth shots.
  • Detonator: this inexpensive spell will reduce the bomb’s charge each time it is cast, and will increase the bomb’s damage when it explodes.
  • Magnetic Glove: a Rogue can use this Glove to carry and throw its bombs, or push back their opponents, inflicting damage in the process.
  • Boombot: this spell summons a small, remote-controlled robot which can push bombs and set them off! If you fire on it, the range of your shot will be extended.
  • Acciobomb: if a target is situated close to a bomb, Acciobomb will move the opponent to the bomb closest to it. If there is more than one bomb at the same distance from the target, the bomb will be chosen at random.

Passive Specialities

  • Bomberfan: increases the damage of bombs, and the Rogue’s resistance to this damage.
  • Surprise Shot:each time the Rogue fires its pistol, it has a chance of triggering an extra Water-based shot.
  • Master of Air: converts some of the Rogue’s Initiative into Air damage.
  • Runaway: with each blow received, the Rogue has a chance of fleeing in the opposite direction (from 1 to 3 tiles).
  • Rogue Master:this passive allows the Rogue to gain Initiative and Mechanics. It also has a chance of recovering an AP if one of its bombs explodes.
 
The Rogues might not be ready to reveal all of their secrets just yet, but at least you have a much better idea about them and their unusual style of play. Just make sure you’re around on 2nd May to see what else they’re hiding behind their headscarves!

Your comments
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TaobaSanjuro 27 April 2012 - 03:01
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.
shaderex 26 April 2012 - 18:26

(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.........
Suslik 25 April 2012 - 23:43

(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
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.
krowakot 25 April 2012 - 19:20
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.
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.
AoKishin 25 April 2012 - 16:11
air rogues are weapon based?

the class for me  
Arthropoda 25 April 2012 - 15:58
My favourite Dofus character, the only class that made me keep playing the game and now it's back to Wakfu! Just hope they are not going to be any op or so, hopefully just like the first Dofus Rogues, which people hated but in fact they were very cool too play!

Pulsar looks strong, but if it really deals 8 damage per ap/mp at level 100, it's not that strong. Not any close to Temporal Burn.

Fan of strategy and bombs, fire branch there I go :]
[Troyle] 25 April 2012 - 14:53

(MasterVong @ 25 April 2012 12:21) *
u guys used old footage as i can see...

That's right, the video was shot with the old effects.

On may 2nd, earth spells will actually have earth visual effects.  
DusDDog 25 April 2012 - 14:50
so much choice! O_O

i dont know what to pick, maybe do a hybrid character with either air or earth with fire?
may2nd gonna be so much fun!
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