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Loka's 1.75.9 General Rogue Guide

By Loka-#2166 - MEMBER - July 13, 2021, 19:59:02
I really did say I wasn’t gonna make a new guide. I sure did say that. 

Hi y’all, I’m Loka, also known as Loka Picara, and I wrote a guide for Rogue a while back and now I’m doing it again. Here’s my general rogue guide, now updated for 1.75+ and with even better knowledge of the class. 

If you don’t want to read my wonderful commentary, know the basics, and just want a spell deck and how to use it, skip to BUILDS. 

PS: I will be updating this for 1.76, however I'm going to be rewriting and overhauling a lot for Critical and Hybrid Rogue builds as well as trying to make the guide better organized and more useful.

BASICS 

Rogue can be an intimidating class to approach thanks to its flashy and strategic reputation. Its mechanics might look complicated but, for the most part, they’re actually very simple. 

I’ve categorized Rogue Builds into three different types; The Crit Rogue, the Bomber Rogue, and the Hybrid Rogue. I will be discussing all three of these types of Rogues and the variety of builds that fall into those categories. 

A disclaimer to better define damage: Because the damage that spells do scales based on level, and this is a General Rogue Guide meant for all levels, I’ve chosen to instead refer to damage as Low (Below 23 Damage per AP at level 200), Average (Between 23 and 28 Damage per AP at level 200), and High (Above 28 Damage per AP at level 200). This is to allow a quicker understanding of the base damage that spells do regardless of the level they are at.  

Because I am defining damage this way, please read about bomb damage and Combo carefully as its base damage is not representative of the actual damage bombs do.

There are two essential mechanics to understanding Rogue as a class: Bombs and Connections. Both of these are important in any Rogue build, as Bombs are going to be your main source of damage starting around level 65, and connections allow heightened flexibility in gear choice and are a key method to gaining damage outside of using Bombs (and sometimes even when using Bombs).

BOMBS 

At the beginning of combat, Rogue is automatically given four spells on its third bar:  

Detonation | 1 AP | 1 - 6 Range | Range Modifiable | Variable*
  • When targeting a Bomb, triggers an area-of-effect explosion 2 cells around the bomb, and will trigger any bomb within that AoE. Scales damage with Area Mastery.
  • When targeting an Enemy, triggers any bomb within 2 cells of the Target and will only hit the target. Scales damage with Single Target Mastery.
  • *The damage type that the spell Detonation will cause depends on what you target with the spell.
  • By default, Bombs will additionally scale off of Melee Mastery, regardless of the positioning of the Rogue.
  • 2 uses per turn.

Paralyzing Bomb - 4 AP | 1 - 5 Range | Not Range Modifiable | LoS Required
  • Places a Paralyzing Bomb
    • Low Fire Damage (AoE)
    • Low-Average Fire Damage (ST)
    • -2 MP
    • Does not block Line of Sight
  • 1 Use per Turn, per Team.

 Blinding Bomb - 3 AP | 1 - 5 Range | Range Modifiable | LoS Not Required
  • Places a Blinding Bomb
    • Low-Average Earth Damage (AoE)
    • Average Earth Damage (ST)
    • -2 Range
    • Does not Block Line of Sight
  • 1 Use per Turn, per Team.

Suffocating Bomb - 2 AP | 1 - 3 Range | Not Range Modifiable | LoS Required
  • Places a Suffocating Bomb.
    • High-Average Air Damage (AoE)
    • High Air Damage (ST)
    • -2 WP (1 turn)
    • Does not block line of sight.
  • 1 Use per Turn, per Team.

All bombs will gain Combo each turn they remain on the field.

Combo is a damage multiplier that Bombs of the Same Type (Fire, Earth, or Air) share when detonated together. This Multiplier is a separate variable from Damage Inflicted as seen on your characteristics.

Each level of Combo is an additional 10% damage dealt.

Bombs by default gain 5 Combo per turn after they are placed and can have a maximum of 15 Combo.

You cannot have more than 7 total bombs for your rogue on the field at any time. 

When a Bomb detonates, the Rogue regains 1 WP. 

Bombs will do the same damage to allies and the Rogue as they do to enemies, and if the Rogue’s HP reaches 0, all of their bombs will disembody.  

CONNECTIONS 

Connections are effects that are triggered by doing a certain combination of actions one after the other. Many of Rogue’s spells have these, and they can allow a Rogue to build in ways that other classes can’t. 

Read Connections carefully to understand how to fulfill them.

SPELLS 

FIRE BRANCH 

Barbed Fire - 3 AP | 1 - 5 Range | Range Modifiable | Single Target | LoS Required
  • Low Fire Damage and Steals 100% of Damage
  • 2 Uses per Target
  • Will only do damage to enemies. Does nothing when cast on allies or bombs.
  • This is Rogue’s only ranged sustain option, and is well paired with the likes of Blunderbuss thanks to its connection.

Sticky Bomb - 2 AP 1 WP | 1 - 4 Range | Range Modifiable | Area-of-Effect | LoS Required
  • Applies “Sticky Bomb” to the target (Lvl depends on your level)
    • Critical: Applies “Sticky Bomb” to the target (x1.25 the Lvl)
  • 1 use per turn.
  • When the target with “Sticky Bomb” dies or three turns have passed (including the turn it is cast), causes Fire Damage in a 2 cell (wrath AoE) circle around the target. The damage is 1 Fire damage per level of Sticky Bomb.
  • This spell does High Fire damage when it is triggered.
  • You cannot stack levels of Sticky Bomb on a single target.

Execution - 2 AP | 1 - 4 Range | Range Modifiable | Single Target | LoS Required
  • If a bomb was destroyed by an enemy on the previous turn:
    • Very High Fire Damage
    • Incurable (Lvl. 6)
  • Otherwise:
    • High Fire Damage
    • Incurable (Lvl. 3)
  • 3 Uses per Turn.
  • The Incurable does not stack if you cast this spell on a single enemy multiple times.

Cross Fire - 3 AP | 4 - 10 Range | Range Modifiable | Single Target | LoS Required
  • Average Fire Damage
  • Attracts Bombs in Line with targeted cell by 5.
  • 3 Uses per Turn.
  • Can help with strange positioning of bombs, and does decent damage with an incredible range compared to the rest of Rogue’s spells.

Piercing Shot - 6 AP 1 WP | 1 - 5 Range | Range Modifiable | Single Target | LoS Required
  • Removes a lot of Armor directly.
  • High Fire Damage
  • 2 Turn Cooldown.
  • Can only be cast in line with the Rogue (Linear).

EARTH BRANCH 

Machine Gun - 3 AP | 2 - 4 Range | Range Modifiable | Single Target | LoS Required
  • Average Earth Damage
  • If cast in a straight line: The Rogue moves away 2 cells
  • Connection: 3 Range
  • 3 Uses Per Turn.
  • Has a very useful connection that pairs well with Escapist builds.

Blunderbuss - 4 AP | 1 - 2 Range | Range Modifiable | Area-of-Effect | LoS Required
  • Average Earth Damage
  • Connection: Adds the Area Mastery to the Single Target Mastery.
  • AoE is in the shape of a tetris T block with the bottom of the T extending from the targeted tile. This spell can only be cast in line (Linear).
  • Blunderbuss is one of two spells with Connections that enable Rogues to mix and match gear with masteries that normally wouldn’t line up, making it extremely useful to Bomber builds.
  
Encumbering Shot - 5 AP | 1 - 3 Range | Range Modifiable | Single Target | LoS Required
  • Average Earth Damage
  • Connection: Adds the Single Target Mastery to the Area Mastery.
  • 1 use per target
  • 2 uses per turn
  • Cast Linear
  • Like Blunderbuss, this is a spell with a Connection that expands a Rogue’s gear options for higher than typical mastery builds. It is extremely useful on Bomber builds.
  
Boomerang Dagger - 4 AP | 2 - 3 Range | Range Modifiable | Area-of-Effect | LoS Not Required
  • Low Average Earth Damage
    • Critical: High Earth Damage
  • Connection: Reverses the odds of a critical hit and a normal hit.
  • 2 Uses per Turn.
  • Boomerang Dagger's damage done on a normal hit is low, but on a critical it is extremely high, much higher than the x1.25 base damage that critical hits normally get, meaning you want to crit on this spell as much as possible.
  • Its connection is more useful at lower levels when getting high Crit Chance is more difficult.
  • At higher levels when your flat Crit Chance is usually above 50%, you'll want to get rid of the connection by either moving or casting a different spell between your two Boomerang Dagger casts.
 
Pulsar - 2 AP 1 WP | 1 - 3 Range | Range Modifiable | Area-of-Effect | LoS Required
  • Extremely High Earth Damage
  • The Rogue loses all their MP
  • 1 Use per Turn
  • Cast linear, has a 1 cell cross AoE.
  • Works very well on Escapist builds, but is also just a good AoE finisher move for a direct damage turn.

AIR BRANCH

Slap Shot - 2 AP | 1 Range | Not Range Modifiable | Single Target
  • Average Air Damage
  • 3 Uses per Target
  • Connection: Lowers the cost of Barbecued Ribs by 1 AP
  • A staple for melee builds.
  
Barbecued Ribs (BBQ) - 3 AP | 1 Range | Not Range Modifiable | Single Target
  • Average Air Damage
  • Connection: Triples Damage from Barbecued Ribs
  • Connection: 200% Health Steal from Slap Shot
  • 2 Uses per Turn.
  • Both of its Connections are exceptionally useful, making it, along with Slap Shot, must-haves for any Melee rogue.
  
Carbine - 5 AP | 1 - 5 Range | Not Range Modifiable | Area-of-Effect
  • Low Air Damage
    • Critical: 131 Air Damage
  • 2 Rebounds in an AoE of 1 - 3
    • 1st Rebound: Average Air Damage
    • 2nd Rebound: High Air Damage
  • If a bomb was used for a rebound:
    • 10% Extra Damage
  • 1 Use per Target
  • 2 Uses per Turn
    • Carbine hits whatever you targeted for standard damage, or if the first target is a bomb, it does no damage. Whatever you target with Carbine is Target A.
    • Then, Carbine will ricochet (called First Rebound in game log) to one other target, Target B, that is 3 or less cells away from Target A, that is also not obstructed by an allied player or summon (including bombs). Think of these obstructions as working similarly to line of sight, even if said ally or summon doesn't block line of sight.
    • After the First Rebound, Carbine will ricochet a second time (Second Rebound in game log) off of Target B onto Target C, a target 3 or less cells away from Target B that is also not obstructed by an allied player or summon (including bombs).
    • The trouble I believe most rogues, including myself, have with Carbine is when they cast it on a bomb that is next to or in the middle of other bombs. Bombs will obstruct these rebounds and prevent them from hitting targets that are on the opposite side of them to the original bomb that was targeted, resulting in no damage done.
  
Obliteration - 6 AP | 1 Range | Not Range Modifiable | Area-of-Effect
  • Average Air Damage to Enemies
  • 3 Cell Linear AoE.
  • The targets in the AoE are teleported 2 cells away.
  • 1 use per turn.
  • It’s hard to fit Obliteration onto a deck thanks to its high AP cost, but it is, in theory, a very cool AoE teleport.
  
Evanescence - 2 AP 1 WP | 1 - 4 Range | Not Range Modifiable | Single Target*
  • Can only be cast on a bomb.
  • Teleports to the opposite side of the bomb at same distance.
  • Connection: Adds a lot of Air Damage to the next elemental spell cast in close combat. This added damage is increased if Evanescence crits.
  • 2 turn cooldown
  • (Wake me up) Wake me up inside
    • (Can't wake up) Wake me up inside
      • SAVE MEEEEEEE
  • This is a staple for any Rogue's deck because of the mobility it gives you. A diagonal teleport is really great.
  • This does require line of sight to the bomb, and for the opposite tile to be empty.

ACTIVE SPELLS 

Ruse - 2 AP 1 WP | 1 - 7 Range | Not Range Modifiable  | LoS Not Required
  • Switches places with the target.
  • 3 Turn Cooldown
  • Target is targetable.
  • Target is not being carried.
  • Essential for mobility and just ridiculously strong on small maps.
  
Boot - 2 AP | 1 - 6 Range | Not Range Modifiable | LoS Not Required
  • Moves a Bomb onto the Targeted Cell
    • Moves the Closest Bomb
    • Bomb must be on the same line as the Rogue and the targeted cell.
  • Connection: Gain 1 MP after moving.
  • I need to add a visual aid to this at some point, a lot of Rogues have trouble understanding how Boot works.
  • You move the bomb closest to you in the targetable line to the cell within that line that you targeted.
  • Essential for Bomb maneuverability.
 
Powder Wall - 2 AP 1 WP | 1 - 5 Range | Range Modifiable | Variable, Area-of-Effect | LoS Not Required
  • Places a Powder Wall that lasts for 2 Turns between all bombs in the same row or diagonal, within 5 cells of each other.
  • The Powder Wall's damage is inflicted when a target starts its turn on a Powder glyph.
  • The Powder Wall's damage, debuff, and element depend on the bomb targeted and its combo level.
    • Fire Wall: Extremely High Fire Damage and -2 MP.
    • Earth Wall: Extremely High Earth Damage and -2 Range.
    • Air Wall: Extremely High Air Damage and -1 WP.
  • 3 Turn Cooldown.
  • The Target Bomb must have at least 1 level of Combo.
  • This spell does not require line of sight.
  • The Glyph Damage is affected by Melee Mastery (unless Scope is equipped) and Area Mastery. Berserk Mastery also affects the damage when conditions are met.
  • The damage is counted as Indirect Damage and goes under Armor.
  • Powder Wall is hysterically strong no matter how much Combo it scales on, and is extremely useful in Rifts.
  • Allies will take the same large amount of damage if they start their turn on it, so you have to be very careful.
  • Genn please do not throw me onto the Powder Wall do NOT–
  • In all seriousness I cannot overstate how potent Powder Wall damage can be.
  
Boombot - 2 AP 1 WP | 1 Range | Not Range Modifiable
  • Summons a Boombot
    • The Boombot has 2 AP, 8 MP, and 1 HP.
    • Boombot cannot lock or be locked, and does not block line of sight, not that it matters because
    • The Boombot is Destroyed at the end of its Turn.
    • Spells:
      • Detonation -  1 AP | 1 - 6 Range | Does not require Line of Sight
        • Detonates a bomb.
      • Bomb Squad - 1 AP 2 MP | 1 Range |
        • Carries the target.
          • If it's a bomb, +2 Range on Bombs Away.
      • Bombs Away - Does Not Require Line of Sight
        • Throws the carried creature
        • Tilts the carried creature to a variable degree that differs by client. This is the ultimate debuff and is truly what cements Rogue as the best class in game ever.
      • Overload - 1 AP | 1 - 6 Range
        • +2 Combo to Targeted Bomb
        • Must target a bomb.
        • 1 use per target.
      • Reconversion - 1 AP | 1 - 6 Range | Does Not Require Line of Sight
        • Turns the Boombot into a copy of the targeted Bomb.
        • Must Target a Bomb.
  • 4 Turn Cooldown
  • Essential little lad that suffers because of the MP cost of picking something up, only lasting one turn, and having a massive cooldown, but these drawbacks are present for a reason.
  • He tilts whatever he throws a lil bit it’s very fun smile
  
Magnet - 2 WP | 1 - 4 Range | Range Modifiable | LoS Required
  • Attracts by 3 cells aligned Fighters
  • The Spell must target a bomb.
  • 1 use per turn.
  • Rogue got it’s supercharged mass charm and it’s fantastic. If you have a bomb on deck, you want to bring magnet. Mandatory on Bomber and Hybrid builds.
  
Smoke Bombs - 1 WP | 1 - 3 Range | Range Modifiable | LoS Not Required
  • Applies Smoke Bombs to an Allied Fighter (1 Turn)
    • Reduces Distance Damage taken by 10%.
    • Does not block Line of Sight.
  • Applies Smoke Bombs to an Enemy (1 Turn)
    • Reduces Distance Damage inflicted by 10%
    • Does not block Line of Sight.
  • 2 turn cooldown.
  • I personally find this useful particularly for the fact that it makes targets transparent, but it’s not very powerful when compared to Rogue’s other active spells.

PASSIVES 

Boomarogue
  • Boombot: The spell costs 1 AP and 1 WP (Down from 2 AP, 1 WP)
  • The Boombot gains an additional 1 AP and 2 MP.
  • Unlocks at level 10.
  • I have a number of issues with this. The first being that we unlock this passive at level 10 and don’t unlock Boombot until level 45.
  • The passive doesn’t really give us much for taking up an entire passive slot, so it’s almost never used.
  
Evolved Gadgets
  • An additional 30% damage inflicted on Critical Hits.
  • -2 Combo on Bombs per turn.
  • Unlocks at level 10.
  • Essential for Crit Rogues who care more about the damage they do when critically hitting than how much damage their Bombs gain per turn.
  
Bomber Fan
  • Max Combo of Bombs is increased by 5.
  • Bombs have -100 Elemental Resistance.
  • Unlocks at level 15.
  • Very powerful Bomber passive that allows bomb damage to exponentially scale even more.
  
Pyrotechnist
  • Increases Powder Wall’s Damage by 25%.
  • Increases max size of Powder Wall by 2 (Up to 7 cells from 5.)
  • Unlocks at level 20.
  • Hilariously, this also unlocks before you gain use of the Powder Wall spell.
  • Powder Wall’s damage is already hilariously high BEFORE this passive, so this just makes Powder Wall’s damage even stupider. If you manage to fit Powder Wall in your playstyle, this is a very good passive to bring.
  • This is particularly useful in Rifts.
  
Reinforced Tunic
  • HP bonus for the Rogue: 300% of level.
  • The Bombs now have 35% of the Rogue’s HP.
  • Unlocks at level 25.
  • Makes bombs more bulky, which is useful for non-Dynamite Bombers.
  
Minesweeper
  • Unlocks the spell Badabang in place of Detonation
    • Badabang - 3 AP | 1 - 7 Range | Range Modifiable | LoS Not Required
      • Same as Detonation, but boosts the bomb damage by another 25%, which is its own multiplier.
      • If cast on an ally, the ally gains 30% damage inflicted for 1 turn.
      • 1 use per turn.
  • Unlocks at level 30.
  • A strong non-Dynamite Bomber passive that gives the Rogue a way to buff other Damage Dealers.
  
Scope
  • Converts Melee Mastery to Distance Mastery at a 1:1 ratio.
  • The converted Melee Mastery is lost.
  • Bomb Damage and Powder Wall Damage now scale off of Distance Mastery.
  • Unlocks at level 35.
  • Applies at the start of every turn.
  • Very powerful passive that’s the balanced version of Sacrier’s transcendence. Gives Rogue a ton of gear options.
  
Rogue Master
  • Dodge boost of 100% of level.
  • Performing 1 Connection grants 200% of level in Armor.
  • Performing 5 Connections grants access to Longsword (1 use).
    • Longsword | 4 AP | 1 Range | Range Not Modifiable | Single Target
      • 108 Air Damage
      • Critical: 135 Air Damage
      • Recreates the last Connection created
  • Unlocks at level 40.
  • Very strong Melee Rogue passive, particularly for Crit Rogue and combined with Fluctuation (and Escapist).
  
Ka-Boom
  • +3 Combo per turn gained by Bombs.
  • -1 Range
  • Unlocks at level 45.
  • A decent Bomber passive. I find the -1 Range a lot more noticeable than it looks but it’s still worth using if you need Combo quicker.
  
Fugitive
  • 1 MP
  • -20% Damage Inflicted
  • +4 Combo to Bombs Placed
  • Unlocks at level 50.
  • The +4 Combo placed is actually worth the -20% Damage Inflicted if you need to go fast as a Bomber Rogue, and this malus is further reduced by the advent of Featherweight.
  
Surprise Shot
  • At the start of the Rogue’s turn:
    • Connection: 50% damage inflicted on aligned targets
    • Connection: -100% damage dealt by bombs.
  • Unlocks at level 55.
  • It’s pretty bad and, weirdly enough, works best on a melee rogue using boomerang.
  • This passive also disables a Rogue's ability to triple the damage of Barbecued Ribs twice in one turn. It's... really not great, especially when you have much more valuable passives to use.
  
Explobomb
  • -5 to Max Combo of Bombs.
  • When a bomb explodes:
    • Rogue gains 10% Critical Hits
    • Rogue gains 10% Damage Dealt on Critical Hits
    • Lasts 2 turns, max 50 levels (5 triggers).
  • Unlocks at level 60.
  • Paired with Elemental Bombs and Wakfu Connection, Explobomb is a powerful Hybrid Rogue passive.
  • Paired with the Wakfu Influence II Sublimation, this passive also only requires a Hybrid Rogue to have at minimum 30% Critical Hit Chance if you manage to get the full bonus.
  
Escapist
  • At the end of the Rogue’s turn:
    • Swaps places with the last placed bomb (max 10 range)
  • Unlocks at level 65.
  • Escapist is a passive that boosts the already high mobility of Rogue, so long as you keep track of it.
  • Might be right at home in a Glass Cannon "Dive" Crit Rogue kind of build, if that makes sense.
 
Dynamite
  • Bombs explode (in an area of effect) if they are destroyed.
  • If a Bomb explodes this way, it gains 10 combo before it dies.
  • Unlocks at level 70.
  • Dynamite is a Build Defining Passive you can use for a quick paced and risky Bomber playstyle.
  • It works well with Bomber Fan and Elemental Bombs, as both of those passives lower the resistance of Bombs.
  
Elemental Bombs
  • For each Bomb in a different element belonging to a single detonation:
    • 20% Damage Inflicted on the next turn.
  • Bombs have -100 Elemental Resistance.
  • Unlocks at level 75.
  • Elemental Bombs is an incredible passive on literally any Rogue build. I wouldn't necessarily recommend it on a Crit Rogue because you would have to spend AP setting up and detonating bombs, and at that point you just play Hybrid, but I can't stop you.
  • Can be combined with Wakfu Connection and Explobomb for a collectively massive amount of direct damage increase.
  • The most viable way for a Bomber Rogue to gain Damage Inflicted.
  
Wakfu Connection
  • Performing 5 Connections grants 1 WP.
  • Each Connection performed grants 5% damage inflicted for the next turn
  • -40% Armor received
  • Unlocks at level 80.
  • The important part of this Passive is the damage inflicted gained from Connections performed. It can work well on a Crit or Hybrid Rogue if you can stomach the -40% Armor received.
  • Actually works very well with Elemental Bombs, as they both give damage inflicted on the next turn.
   
Jackpot
  • Using Detonation or Badabang on a Bomb:
    • Connection: A summoned bomb costs 2 AP less and has +150 Elemental Resistance.
  • Unlocks at level 85.
  • Works extremely well when put together with Wakfu Connection.
  • Used with Rogue Master, you can also, potentially, get this Connection twice in a turn, easing bomb set up.
  • Does not work well with Dynamite, since you actually have to detonate a bomb to get any use out of this.

 BUILDS (WORK IN PROGRESS: 1.76)

Note (July 6): After the changes of the 1.76 update and finding a successful idea for a good Crit Rogue build, even in late game, I am in the process of completely overhauling this section of the guide. I can tell you that Rogue has never been a more interesting class than it is now.

There are three basic Characteristic Builds for Rogue. 

Important Note: These are just suggested builds. Feel free to change them as you feel is right. 

CRIT ROGUE 

Crit Rogue is by far the most beginner friendly way to build a rogue, and is really the most viable way to build Rogue at early levels. I do recommend beginning to integrate Bombs into your playstyle starting around level 65. 

Intelligence
  • 10 in Elemental Resistance
  • Rest in % Health Points

 Strength
  • Melee Rogue
    • 20 into Melee Mastery
    • 20 into Single Target Mastery
    • Rest into Elemental Mastery
  • Gunner Rogue
    • 20 into Distance Mastery
    • 20 into Melee Mastery once Scope is unlocked
    • Rest into Area Mastery

 Agility
  • All in Dodge
OR
  • 20 in Force of Will
  • Rest in Dodge

 Chance
  • 20 in Critical Hits
  • Rest in Critical Mastery
OR
  • 20 in Critical Hits
  • 20 in Block
  • Rest in Critical Mastery

 Major
  • 1 in AP
  • 1 in MP and Damage
  • 1 in Damage Inflicted
  • 1 in Elemental Resistance
OR
  • 1 in Range and Damage


The Crit Rogue is a playstyle that functions better at lower levels in comparison to its Hybrid and Bomber alternatives, as you don’t have to worry about keeping bombs alive at a level where Bombs can die easily to one hit. However, its damage falls behind quickly as you gain levels and can’t really compare well to other damage dealers at high levels. 

This is a playstyle where you want to begin to integrate Bombs into your playstyle around level 65.  

Good Sublimations for Crit Rogue include: Berserk Wakfu, AP Return, Save, Influence, Slow Influence, Stupefaction, Devastate 

Good Sublimations for Melee Crit Rogue include: Ambush, Moon Scales  

Good Sublimations for Gunner Crit Rogue include: Visibility, Length 

WORK IN PROGRESS.

HYBRID ROGUE 

Hybrid Rogue is an attempt at finding a build that can do direct damage while also using Bombs.

Intelligence
  • 10 in Elemental Resistance
  • Rest in % Health Points

 Strength
  • 20 in Melee Mastery
  • Rest in Elemental Mastery

 Agility
  • 20 in Initiative
    • This is because going earlier means you set up your bombs sooner.
  • Rest in Dodge
OR
  • 20 in Force of Will
  • Rest in Dodge

 Chance
  • 20 in Critical Hits
  • Rest in Critical Mastery
OR
  • 20 in Block
  • Rest in Critical Mastery

 Major
  • 1 in AP
  • 1 in Damage Inflicted
  • 1 in MP and Damage
  • 1 in Range and Damage
OR
  • 1 in Wakfu Points
OR
  • 1 in Elemental Resistance

Good Sublimations for Hybrid Rogue are: Influence, Berserk Critical, Slow Influence, Spines, Ruin, Cyclical Ruin, Wakfu Influence, Save, Devastate, Carnage, Ambush, Distant Ambush, Visibility

LEVEL 35: 6473-6474-6491-6472-6464-6475-6489-6490-6477-0-0-0-6480-6485-0-0-0-0 

SPELLS
  • Slap Shot
  • Barbequed Ribs
  • Powder Wall
  • Pulsar
  • Sticky Bomb
  • Carbine
  • Ruse
  • Boot
  • Evanescence
PASSIVES
  • Evolved Gadgets
  • Scope

 LEVEL 50: 6473-6474-6491-6463-6471-6475-6489-6490-6477-6492-0-0-6480-6485-6482-0-0-0 

SPELLS
  • Slap Shot
  • Barbequed Ribs
  • Powder Wall
  • Barbed Fire
  • Boomerang
  • Carbine
  • Ruse
  • Boot
  • Evanescence
  • Boombot
PASSIVES
  • Evolved Gadgets
  • Scope
  • Pyrotechnist

LEVEL 80: 6473-6474-6491-6471-6463-6493-6489-6490-6477-6465-6468-6492-7063-7065-7091-0-0-0 

SPELLS
  • Slap Shot
  • Barbequed Ribs
  • Powder Wall
  • Boomerang Dagger
  • Barbed Fire
  • Magnet
  • Ruse
  • Boot
  • Evanescence
  • Execution
  • Machine Gun
  • Boombot
PASSIVES
  • Explobomb
  • Dynamite
  • Wakfu Connection
  • For a level 110 version of this build just add Carnage
  
LEVEL 110: 6471-6463-6491-6465-6468-6493-6489-6490-6477-6475-6472-6492-7063-7065-6481-6485-0-0 

SPELLS
  • Boomerang Dagger
  • Barbed Fire
  • Powder Wall
  • Execution
  • Machine Gun
  • Magnet
  • Ruse
  • Boot
  • Evanescence
  • Carbine
  • Pulsar
  • Boombot
PASSIVES
  • Explobomb
  • Dynamite
  • Bomber Fan
  • Scope
 
LEVEL 155: 6471-6463-6491-6469-6465-6493-6489-6490-6477-6472-6494-6492-7063-7065-6481-6485-6482-0 

SPELLS
  • Boomerang Dagger
  • Barbed Fire
  • Powder Wall
  • Blunderbuss
  • Execution
  • Magnet
  • Ruse
  • Boot
  • Evanescence
  • Pulsar
  • Smoke Bombs
  • Boombot
PASSIVES
  • Explobomb
  • Dynamite
  • Bomber Fan
  • Scope
  • Pyrotechnist
 
LEVEL 200: 6473-6474-6491-6467-6468-6493-6489-6490-6477-6471-6475-6492-7063-6480-7092-5144-5621-7064 

SPELLS
  • Slap Shot
  • Barbequed Ribs
  • Powder Wall
  • Piercing Shot
  • Machine Gun
  • Magnet
  • Ruse
  • Boot
  • Evanescence
  • Boomerang Dagger
  • Carbine
  • Boombot
PASSIVES
  • Explobomb
  • Evolved Gadgets
  • Jackpot
  • Carnage
  • Fluctuation
  • Escapist

BOMBER ROGUE 

Bomber Rogue is what we're best known for and the one that does the most damage.

Intelligence
  • 10 in Elemental Resistance
  • Rest in % Health Points

 Strength
  • 20 in Melee Mastery
  • 20 in Distance Mastery if using Scope
  • Rest into Area and/or Single Target Mastery

 Agility
  • 20 in Initiative
    • This is because going earlier means you set up your bombs sooner.
    • If you're like me and have no Init so statting it isn't worth it, just don't bother and dump into Dodge.
  • Rest in Dodge
OR
  • 20 in Force of Will
  • Rest in Dodge

 Chance
  • 20 in Block
  • Rest in Berserk Mastery
OR
  • All in Berserk Mastery

OPTIONAL
  • Some in Rear Res / Crit Res, if you want it. This will not affect bombs, however.

 Major
  • 1 in AP
  • 1 in MP
  • 1 in Elemental Resistance
  • 1 in % Damage Inflicted

Good Sublimations for Bomber Rogue include: Ruin, Cyclical Ruin, Healing, Save, Courage, Featherweight, Frenzy, Fury, Devastate, Carnage, Raw Power, Last Breath

LEVEL 20: 6473-6474-6464-6469-6465-6466-6489-6490-0-0-0-0-6481-0-0-0-0-0 

SPELLS
  • Slap Shot
  • Barbequed Ribs
  • Sticky Bomb
  • Blunderbuss
  • Execution
  • Cross Fire
  • Ruse
  • Boot
PASSIVES
  • Bomber Fan
 
LEVEL 35: 6473-6474-6464-6477-6465-6466-6489-6490-6491-0-0-0-6481-6482-0-0-0-0 

SPELLS
  • Slap Shot
  • Barbequed Ribs
  • Sticky Bomb
  • Evanescence
  • Execution
  • Cross Fire
  • Ruse
  • Boot
  • Powder Wall
PASSIVES
  • Bomber Fan
  • Pyrotechnist
 
LEVEL 50: 6471-6463-6464-6469-6466-6492-6489-6490-6477-6491-0-0-6481-6482-6487-0-0-0 

SPELLS
  • Boomerang Dagger
  • Barbed Fire
  • Sticky Bomb
  • Blunderbuss
  • Cross Fire
  • Boombot
  • Ruse
  • Boot
  • Evanescence
  • Powder Wall
PASSIVES
  • Bomber Fan
  • Pyrotechnist
  • Ka-Boom

LEVEL 80: 6471-6463-6464-6469-6472-6493-6489-6490-6477-6491-6468-6492-6481-6487-6485-0-0-0 

SPELLS
  • Boomerang Dagger
  • Barbed Fire
  • Sticky Bomb
  • Blunderbuss
  • Pulsar
  • Magnet
  • Ruse
  • Boot
  • Evanescence
  • Powder Wall
  • Machine Gun
  • Boombot
PASSIVES
  • Bomber Fan
  • Ka-Boom (Swap with Dynamite for a Dynamite Bomber)
  • Scope
 
LEVEL 110: 6471-6463-6464-6469-6472-6493-6489-6490-6477-6491-6470-6492-6481-6487-6485-6484-0-0 

SPELLS
  • Boomerang Dagger
  • Barbed Fire
  • Sticky Bomb
  • Blunderbuss
  • Pulsar
  • Magnet
  • Ruse
  • Boot
  • Evanescence
  • Powder Wall
  • Encumbering Shot
  • Boombot
PASSIVES
  • Bomber Fan
  • Ka-Boom
  • Scope
  • Minesweeper (Swap with Dynamite for a Dynamite Bomber)

LEVEL 155: 6469-6463-6464-6470-6468-6493-6489-6490-6477-6491-6494-6492-6481-6487-6485-6484-7090-0 

SPELLS
  • Blunderbuss
  • Barbed Fire
  • Sticky Bomb
  • Encumbering Shot
  • Machine Gun
  • Magnet
  • Ruse
  • Boot
  • Evanescence
  • Powder Wall
  • Smoke Bombs
  • Boombot
PASSIVES
  • Bomber Fan
  • Ka-Boom
  • Scope
  • Minesweeper (Swap with Dynamite for Dynamite Bomber)
  • Elemental Bombs / Carnage

LEVEL 200: 6464-6472-6470-6469-6463-6491-6489-6490-6477-6493-6494-6492-6481-6484-6483-5144-6485-7090 

SPELLS
  • Sticky Bomb
  • Pulsar
  • Encumbering Shot
  • Blunderbuss
  • Barbed Fire
  • Powder Wall
  • Ruse
  • Boot
  • Evanescence
  • Magnet
  • Smoke Bombs
  • Boombot
PASSIVES
  • Bomber Fan
  • Minesweeper
  • Reinforced Tunic
  • Carnage
  • Scope
  • Elemental Bombs
 
LEVEL 200 DYNAMITE BOMBER: 6464-6472-6465-6469-6463-6491-6489-6490-6477-6493-6494-6492-6481-6482-6487-5144-6485-7065 

SPELLS
  • Sticky Bomb
  • Pulsar
  • Execution
  • Blunderbuss
  • Barbed Fire
  • Powder Wall
  • Ruse
  • Boot
  • Evanescence
  • Magnet
  • Smoke Bombs
  • Boombot
PASSIVES
  • Bomber Fan
  • Pyrotechnist
  • Ka-Boom
  • Carnage
  • Scope
  • Dynamite

And that's that! You've reached the end of Loka's General Rogue Guide. If I missed anything, or if you have any questions, feel free to reply here or ask me in game. I'm always down to talk to other Rogues about the class. Have a good day y'all, and I hope my guide helps!


 
24 -4
Reactions 65
Score : 2197
Thank you so much for making this.  As a fellow Rogue main, which one do you recommend for solo play with a Huppermage/Masq?
0 0
Score : 2707
Because Masq is able to give a final damage bonus, it would work well with Bomber Rogue, but could also work well with a Melee Crit or Melee Hybrid Rogue based on your % armor received. A masq could make an already tanky Rogue even more tanky.

Huppermage doesn't really affect Rogue all that much, but Rogue can affect Huppermage because of Air bombs. If a Huppermage is hit by an Air Bomb, they'll lose QB, so if a Huppermage functioning is important in your team, you're going to want to either avoid using Air Bombs altogether, or avoid using Dynamite and stick to Single Target Detonations. Ruse is also a wonderful way to get a Melee Rogue out of the action and a Huppermage close enough to the action that they can hit things on larger maps.

There are probably other factors that can come into play as well, but that's my two cents on it as of now.
2 -2
Score : 726
 
Loka-#2166|2021-07-15 05:32:40

Huppermage doesn't really affect Rogue all that much, but Rogue can affect Huppermage because of Air bombs. .

sad 
0 0
Score : 2707
But you affect me plenty <3


But really a damage dealer and another damage dealer don't usually interact with each other too much. Rogue is just special in how it affects people sometimes lol.
1 -2
Score : 48
Thank you, Loka- for a guide^^.
I wanted to answer after i see spell deck in game (cause no methodwakfu builder and zinitwakfu don't support deck's codes) but it said i have not enough passive slots. So if you will have time it would be better to load screens of spells cause if players have lower level then you they won't see all passives.
Also Cross Fire Attracts Bombs in Line with targeted cell by 5 only on critical hit if you believe in spell description. On non-crit it 3 or 4 cells iirc.
Can i discuss some aspects via discord? Or in game maybe?
0 0
Score : 2707
I just tested Cross Fire. It always pulls by 5, regardless of if you crit or not, however, it does claim that a non-crit pulls 4, while a crit pulls 5. This is probably a typo or some other sort of mistake.

I should probably add a prioritization of passives, or some lower level decks. For now, I'll spell out which spells and passives are on the deck and try to order them in most important to least.

EDIT: added a prioritization of passives for all of my suggested decks.
2 -2
Score : 234
Good thing you did make a new guide, because it isnt good, its great for all rogues, grats!
1 0
Score : 1
Amazing guide! Just one question, I NEED to know if brutallity (the newest version)  works on rogue. I left the game a while ago and im not sure after reading his description.. I really need to know if it works with their bombs, powder walls etc (from no melee range) cuz I just saw their price and that thing... it scares me fear . Waiting to see your guide about sublimations smile
0 0
Score : 2707
Brutality does work so long as you do not have the Scope passive on, and so long as when your bombs detonate it is an Area of Effect detonation (Dynamite, or detonation on a bomb). Powder Wall and Bombs will always do melee damage regardless of where the rogue is, unless you have the Scope passive equipped. In the case you have Scope Equipped, they will always do distance damage. Where the rogue is does not matter.
1 -2
Score : 119
Would any of these builds work for filling an aoe role in a 3man primarily pve group of sac + eca? looking for some kind of aoe and figured rogue could do well but I've never played it

 
Loka-#2166|2021-08-21 17:54:55
TL;DR - Yes! Just be careful of casting sacrifice on bombs as that can easily get your Sac killed.

Long Answer: Yes! Rogue can definitely fill in as an AoE damage dealer in a 3 man group. I'd say that hybrid and bomber rogue are definitely best for this, but crit rogue can fill this role too.

I will say, since you've said you've never played Rogue, that Rogue is going to play very differently as a damage dealer than any other DD you've played, especially in how you manage placement of your Sacrier. Sacriers need to be very aware of their sacrifice AoE and generally avoid casting sacrifice on bombs, as that can very easily get the sacrier killed and/or mess up bomb positioning. 

I've found Ecaflip's support capabilities can help Rogue a lot, and I personally play one in my 3 man team alongside my rogue. Anything that can debuff resistance and provide a damage inflicted buff to the rogue is a very good support for it, since rogue struggles to gain damage inflicted on its own.

I hope this helps!

 

Thanks so much for the info! I actually didn't know that sac even worked on bombs rofl

But now my evil mind is thinking of silly bomb swapping shenanigans using sacrifice ohmy
1 0
Score : 2707
TL;DR - Yes! Just be careful of casting sacrifice on bombs as that can easily get your Sac killed.

Long Answer: Yes! Rogue can definitely fill in as an AoE damage dealer in a 3 man group. I'd say that hybrid and bomber rogue are definitely best for this, but crit rogue can fill this role too.

I will say, since you've said you've never played Rogue, that Rogue is going to play very differently as a damage dealer than any other DD you've played, especially in how you manage placement of your Sacrier. Sacriers need to be very aware of their sacrifice AoE and generally avoid casting sacrifice on bombs, as that can very easily get the sacrier killed and/or mess up bomb positioning. 

I've found Ecaflip's support capabilities can help Rogue a lot, and I personally play one in my 3 man team alongside my rogue. Anything that can debuff resistance and provide a damage inflicted buff to the rogue is a very good support for it, since rogue struggles to gain damage inflicted on its own.

I hope this helps!

 
3 -2
Score : 2707
 
Sivgon#5273|2021-08-20 18:05:17
Would any of these builds work for filling an aoe role in a 3man primarily pve group of sac + eca? looking for some kind of aoe and figured rogue could do well but I've never played it

 
Loka-#2166|2021-08-21 17:54:55
TL;DR - Yes! Just be careful of casting sacrifice on bombs as that can easily get your Sac killed.

Long Answer: Yes! Rogue can definitely fill in as an AoE damage dealer in a 3 man group. I'd say that hybrid and bomber rogue are definitely best for this, but crit rogue can fill this role too.

I will say, since you've said you've never played Rogue, that Rogue is going to play very differently as a damage dealer than any other DD you've played, especially in how you manage placement of your Sacrier. Sacriers need to be very aware of their sacrifice AoE and generally avoid casting sacrifice on bombs, as that can very easily get the sacrier killed and/or mess up bomb positioning. 

I've found Ecaflip's support capabilities can help Rogue a lot, and I personally play one in my 3 man team alongside my rogue. Anything that can debuff resistance and provide a damage inflicted buff to the rogue is a very good support for it, since rogue struggles to gain damage inflicted on its own.

I hope this helps!

 


Thanks so much for the info! I actually didn't know that sac even worked on bombs rofl

But now my evil mind is thinking of silly bomb swapping shenanigans using sacrifice ohmy

Hahaha there's definitely a lot of chaos to be had there but to keep it in moderation. I'd definitely not sacrifice more than one or two bombs at a time, but it can be useful to have a bomb kept safe at high combo for Powder Wall damage. There's always a niche situation where what I normally wouldn't recommend works really well, so just have fun with it smile
1 -2
Score : 19
You can't fathom my appreciation. You were very articulate. Great, thorough guide. Thank you!
1 0
Score : 1231
Great guide, I just have one question. How viable is distance and melee roguei compared to other damage dealers? I want to create an rogue, but I dont want to deal with bombs(not at the beginning at least)
0 0
Score : 2707
If you don't want to deal with bombs, Rogue is a mediocre damage dealer that's easily surpassed by other damage dealers like Cra, Iop, Sram, Ougi, etc. Distance is lacking in natural range and melee is honestly better for non-bomb play because Barbequed Ribs has a powerful connection. Crit rogues do struggle with AP cost, however, so keep that in mind.

Once you get bombs into the equation, even in a hybrid situation, Rogue performs much better in damage. You're probably looking to eventually play a hybrid build from what you're saying, which powers up your critical hits through Explobomb and Evolved Gadgets. Distance is honestly more powerful for Rogue than Melee at later levels in terms of numbers because Scope allows a greater range of gear to choose from, but Melee is still very viable.

And if you ever end up playing a true Bomber rogue, you're actually playing one of the highest damage dealers in the game, but I won't lie to you, it's not for everyone. Most people don't last two weeks after they ask me for advice and start trying to play a high level rogue, and I only say this because it's happened with multiple people.

Basically, if you want to be on par with other damage dealers, in early game it's okay to not use bombs but once you're into level 100+, bombs become essential to playing rogue at its best damage potential. 

TL;DR - Before level 100ish, you don't have to use bombs, but Rogue's damage is subpar at best without bombs involved in mid-to-late game. 
2 -1
Score : 224
Hi, carbine is single target. Just like die alright
0 -2
Score : 2707
It's definitely marked on the spell as Area of Effect, but once I get a moment I'll check to make sure.

EDIT: Just checked, Blunderbuss's current connection which adds damage to an area-of-effect spell cast immediately after works with Carbine, and on Carbine's spell tooltip it still states it is AoE, so I'm pretty sure it is actually an Area of Effect Spell.

I'm also pretty sure Die Alright is also an Area of Effect spell, but I'm not an expert on Ecaflips so you can go check if that's true. 
4 -1
Score : 1
Hi Loka! Thanks for the analysis and build sharing!
I'm currently playing a full bombs variant with fugitive for a quick boom but I often struggle with spending all of my AP on turns when I don't detonate them. So I'm considering branching to a hybrid build, but I didn't manage to make it work at an acceptable level.

Any chance you might share a bit of Hybrid gameplay? I do remember you posting a couple of Rogue videos on YouTube before the rework. smile
0 0
Score : 2707
I've just recently got a new computer just for the purpose of making more videos! My old computer couldn't render things very well lol... the harebourg video almost wrecked it.

Yeah, I'm planning on sharing some videos. I'll probably get to working on them after 1.73 releases.

Hybrid is a very tricky build to pull off and shares the variety of crit rogue and the slower more strategic play of bomber rogue. Knowing when to detonate your bombs (or get them detonated by an ally or an enemy mechanic if you've got dynamite on) is key. Wait too long and you'll be wasting time, but too soon and both your bomb and direct damage will be lacking. Hybrid also shares the same challenge that Crit Rogue has, which is that Rogue has no native way to gain AP. This isn't as awful for Hybrid Rogue because Explobomb's buff lasts two turns, but it is something to keep in mind.

The best direct damage spell for hybrid rogue at this moment is definitely Boomerang Dagger, using MP between your two casts to eliminate its connection. It has very high base critical damage, allowing you to make the most of the AP you have. I have a hybrid build personally so I will definitely be demonstrating it in a video at some point.

Bomber does have the unique experience of not requiring a lot of AP, which makes for some interesting gearsets. Most of the time at higher levels you're expecting your build to be around 12 AP, but my 215 Bomber actually works with 10AP for this reason. It also opens Bomber to builds using the rune Inflexible if one so desires, but Steadfast is objectively better for Bomber builds in that context.
3 -1
Score : 224
Wonderful guide. Currently playing a dynamite crit build… with 0 critical hits and maxed out critical mastery. I’m running unwinding sublimation.

The idea. Scope build with aoe damage. Airbomb, firebomb, boomerang pulsar.

This is two bombs blown up every turn
0 0
Score : 2707
Sounds like a decent low maintenance hybrid build. I hope you're enjoying it! Also a really good example of a hybrid build that isn't running Explobomb, thank you for telling me about it! Unraveling (This is what it's called in english, I think you're talking about unraveling) is a solid sublim for this type of build as well. 

Again, thank you for sharing!
1 -1
Score : 19
Hi, I read your guide a couple of weeks ago and it helped me a lot.
However, now that I am -to a moderate extent- familiar with the class and specifically the Dynamite way, I couldn't help but feel that (Execution) would fit the desk better than (Powder wall) which I rarely find use for given that I always keep my bombs in close proximity of each other.
Might it be that there's a use for it I can't fathom?
Also, don't you think that the bomb's explosion should meet the requirement for (Blam)'s connection?
Thanks again for the guide!
0 0
Score : 2707
If you keep your bombs closer together and have no need for powder wall, you can replace that with execution. I can understand that.

Powder Wall in general is a very powerful ability if you make use of it in your playstyle. If you don't, you don't need it. I personally use it a lot, especially in rifts. It's also much more useful in a split-bombing playstyle, where you detonate a different group of bombs on each turn, allowing you to space out your bombs more. It also can go well  with dynamite because both abilities are considered indirect damage, so if you have the Ruin sublimation on your gear it will increase the damage of both.

Bomb explosions when detonated in an AoE fashion do meet the requirement for Blam's connection, or at least, they should, but the connection doesn't add a ton of damage and it's all flat damage without any modifiers so it might be harder to notice at certain levels.

Once 1.73 comes out I should be updating this guide again. Blam's connection, for example, is going to change in the next update. I also should probably talk about the different bombing styles for Bomber Rogue.
4 -1
Score : 1
Thanks for this guide, Loka.
I'm new to the game and am playing Rogue - having a lot of fun so far, but I'm very much a newbie.

What's your opinion on Longsword? I'm still low level (90) but don't find it deals great damage so far at 4 AP, being single target and 1 range.
Also what connections are useful to duplicate with this? One that seems useful is Evanescence, as you can get the bonus damage for longsword and then again for another melee ability. But it's a fairly steep combo at 6AP and 1WP Any other recommends?
0 0
Score : 2707
Hi! Welcome to Wakfu! 

Longsword itself is actually not a very good spell damage-wise nor is it the best spell for a melee crit rogue. You're better off using evanescence mostly for getting behind foes and then using double barbequed ribs.

Rogue Master as a passive is also better used for the armor generation it provides. Longsword is more of a utility spell in that it can recreate a connection, but Rogue doesn't have a lot of good connections that are worth spending another 4 AP to recreate.
2 -1
Score : 1
Hi, really nice guide, beginner rogue here, i've decided to go for the dynamite variant (melee/zone no scope for now) since i do only pvm with a friend (we use multis for now) and the classic bomber set up was giving me head aches and felt really slow. I have some doubts:

1. Dynamite playstyle feels faster already but i find myself mainly attacking my bombs with aoe cause enemies take too long to break them, is this how it's supposed to be? (i'm level 70)

2. Why suffocating bomb, wouldn't paralyzing bomb be better for pvm? And i see execution around in other builds, even zone ones but i don't get its use, is it incurable that important?

3. From the bomber builds which one would you recommend for my situation? I still like the classic one but most of the time i feel like i'm winging the bomb placement, this combined with enemy ai seems to be my main issue with that build.

It's being a rough class but i never get bored with it, srry for the textwall

Thanks for the tips, my passives at the moment are bomber fan, ka-boom and dynamite, i'll add carnage or fugitive when i unlock the next slot at lvl 100, probably fugitive if i see the damage is still ok.

I'm aware most of my shortcomings at the moment come from lack of experience with the class and lack of passives so i'll just keep leveling and practicing, hopefully i'll develop reliable tactics with time.

Your point about lowering life points has made me think tho, should i put my points in barrier and %HP to armor instead of just HP for dynamite build? Being tanky but with low life, sounds like good synergy if you use berserk but i lack experience to know if it would be suicide later on.
0 0
Score : 2707
Welcome to PvM Rogue smile Also I have immense respect for you to play Dynamite Rogue at the earliest possible level, that is so cool. I'd love to see you play sometime.

I'm planning on going back and editing this guide pretty heavily for the 1.73 update, and also because I have a lot more experience with my bomber build now so that changes some things. I don't know everything about rogue and I'm learning new things every time I play.

What you're playing here is definitely a Dynamite Bomber, which is my main build right now that I've learned a lot about since writing this guide, so here's my responses to your doubts.

1. Dynamite is definitely faster than the classic bomber, and more powerful, too. It's also probably the most difficult and dangerous way to play rogue, especially at level 70! 

If your bombs aren't dying fast enough, there are a few things you can do. Do you have Bomber Fan equipped? Bomber Fan has excellent synergy with Dynamite because it lowers bomb resistance. You can also lower your overall HP, but at level 70 I doubt this will make a difference.

The biggest challenge of Dynamite Bomber is getting your bombs killed when you need them to be, and it's because there aren't really any passives, spells, or stats for this. This is all gameplay skill, so don't worry if you're struggling with it. Most people don't think about bomb placement in this manner because in classic rogue, you want to protect your bombs as much as possible. That doesn't require too much in depth knowledge about every enemy you're fighting and its mechanics.

Dynamite Rogue, on the other hand, needs to know as much as possible about the spells and mechanics of what they are fighting, because you have to abuse this and map placement in order to succeed.

At level 70, mechanics aren't usually very substantial or complicated (As far as I'm aware!), but knowing the AoE spells of what you are fighting can allow you to abuse the AI's preference for going for an AoE if there are targets standing in it. There are also monsters that may almost always react a certain way if something is in melee with it. 

Map abuse is basically placing bombs in a way that forces an enemy to attack the bombs. This is easier done on randomly generated maps rather than dungeon maps, but dungeons tend to have more mechanics you can trigger and abuse so it balances out in the end.

Basically, you want to use your bombs to tank damage and punish melee enemies as much as you possibly can. Abuse the map layout to corner off a certain area with bombs (have some room for the enemies to move), or be aware of the AoEs the enemies you are fighting tend to go and attack.

Additionally, if enemies are taking too long to kill bombs, you can also use them for powder wall and/or set them off yourself with detonation. Dynamite sometimes will just act as insurance, as barring certain mechanics, you often can't usually get a dynamite detonation when you want to.

There are also good AoE spells to use to blow up bombs yourself, such as Blunderbuss, Pulsar, or Boomerang Dagger.

But yeah, when it comes to bomb placement, I could potentially write a whole other guide about it! To any other class it would probably sound like cow dung but Dynamite Rogue is just different and I love it.

2. Paralyzing Bomb is better for PvM as Bomber. I just hadn't added that fact to my guide lmao. As long as you have, and this is a flexible benchmark, say 10 AP, you can use Paralyzing Bomb pretty reliably. Could probably still use it with less, but at 6-8 AP I'd say to use the less powerful, cheaper bombs just because of AP cost.

3. As level 70 I still really love that you're playing a Dynamite bomber, so definitely that type because it's still doable. I wouldn't say use Fugitive until you get to a level where you can actually gain final damage from other bonuses like Sublimations, Passives, and Major points, as that -20% is a hefty hit if you don't have the means to make up for it. I do not remember how many passive slots you have at level 70, but definitely Dynamite, Bomber Fan, and maybe Carnage if you have access to a third slot (and access to carnage I have NO idea if that's unlocked). 

Frankly, with all the rogue changes, maybe I should level up another rogue myself... or just focus on making some ALS sets so I have a broader idea of what Rogue is like on all levels. And maybe I should make a bomb placement guide... I don't even know how I'd go about it, but it seems like something that people could benefit from!

Thank you, and enjoy Rogue! I hope this helps.
4 -1
Score : 18
Again, thanks for you amazing job !
1 0
Score : 2707
 
Bolsapryca#2010|2021-09-19 03:31:43
Thanks for the tips, my passives at the moment are bomber fan, ka-boom and dynamite, i'll add carnage or fugitive when i unlock the next slot at lvl 100, probably fugitive if i see the damage is still ok.

I'm aware most of my shortcomings at the moment come from lack of experience with the class and lack of passives so i'll just keep leveling and practicing, hopefully i'll develop reliable tactics with time.

Your point about lowering life points has made me think tho, should i put my points in barrier and %HP to armor instead of just HP for dynamite build? Being tanky but with low life, sounds like good synergy if you use berserk but i lack experience to know if it would be suicide later on.


At lower levels putting points into Armor/Barrier is reasonable, but as you get higher level it really isn't as useful as straight HP.

I've recently created a Hybrid build at level 80 that uses dynamite and it is really all about placing bombs in a way that you block several enemies' path of least resistance... basically meaning, the enemy either has to go around the bombs and likely not be able to spend its AP actually hitting its target, or it has to go through the bombs and therefore goes to attack bombs. This is much easier to do with enemies that have 4-6 MP or less. Learning a monster's movement mechanics (like monk rats having a move where they teleport to the opposite side of a target and hit them with an attack in the process) can also help you place bombs correctly to trigger dynamite.

Basically, now that I've played with dynamite closer to your level, it is a lot more about bomb placement than bomb HP. You have to learn how to make educated guesses on how the AI is going to act if you block their path with a certain bomb formation, and that will come with experience.

Also my level 215 bomber is a berserk dynamite bomber. It's suicide if you can't play it well (or your teammates decide standing next to a bomb is a perfectly intelligent decision), but it's got really high damage potential so it's worth it if you can pull it off.

Though, and this may sound counterintuitive, you actually want higher HP if you are a playing a berserk build. The maximum amount of armor you can achieve is equal to half of your maximum HP, and while you're absolutely right that armor is useful for zerk builds, you do still want HP if you're going to play one.
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Not gonna lie, I was disappointed in the new connections, I wanted something for my Dynamite Rogue, but it seems they favored the classic bomber. I'll take the Blam/BF combo though, I didn't even think about it reading the patch notes until now.
About the split-bombing playstyle you mentioned earlier, I never really thought too much about it cuz' I assumed I risk losing all by connecting 2 sets of bombs through (Powder Wall), but I most likely just lack the brains to make such thing work.
I appreciate the addition of the sublimations, but I suppose that's mainly for mid/late-game stages?
and I'm guessing (Ka-Boom) instead of (Fugitive) for me? cuz' I'm still in my 80s.
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You got Sticky Bomb for Dynamite Bomber though. And to add, connections and bomber for the most part don't mix (unless playing hybrid) with the exception of the mastery connections. I use Blam for better Barbed Fire heals as a Scope Dynamite Bomber, and it allows me to do a ST detonation if I really need to.

Connecting bombs with powder wall does not cause them to all be detonated together. In order for two bombs to be detonated together in an AoE fashion they must be within each other's AoE, or 2 or less cells away from each other. I know that in Dofus that's how it works, so I definitely understand the confusion, but that's not how it works in Wakfu. All Powder Wall does is create the Powder Wall.

For the sake of anyone else reading these posts that might be confused by the term "split-bombing", it's what I call when a rogue has two separated groups of bombs meant to be detonated separately, usually on alternating turns. It works well in Bomber and particularly hybrid builds with more than 50% crit chance.

Sublimations are definitely a late game thing, although many people use them on ALS sets. They're all locked behind end game content with the exception of lower level rifts and mimic sublimations, so it's definitely not something you need to worry about until you're max level and perfecting your sets.

And yeah if you're level 80 do not use Fugitive. just simply because you only have 3 passive slots and Ka-Boom will definitely help you more.

I guess I'll also add here that Fugitive could technically be used at level 80 if your damage is high enough, but if you are still leveling it's not something I'd typically recommend. The combo bonus Fugitive provides does make up for the -20% on bombs/powder wall, but -20% is really hefty and will make your sustain tools far less useful, since all of Rogue's sustain (Barbed Fire, Slap Shot + BBQ) is based on damage. You would need something like a Steadfast rune to make up for that, and that is an endgame thing.

TL;DR, Sticky Bomb is good on dynamite, Mastery Connections are great for everyone, Bombs will only set off other bombs if they're 2 cells or less from each other, I define Split-Bombing, and Fugitive generally shouldn't be used at level 80 unless you are making an ALS set.
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Hey Loka, i'm back again.  I've swapped to Melee rogue because I didn't feel like I was doing anything as a bomber/powder wall rogue, but now i'm not feeling like i'm really taking advantage of the class.  Sure, I can do some decent damage to a single target with Slap Shot + 2x BBQ, but if I wanted to nova a single target i'd just play a Sram.

The problem i'm facing is is I don't know what an effective turn looks like for a bomber rogue.  Should I just throw out nothing but bombs?  Is there a good way to interact with them, or am I just running around the map for 3 turns waiting for them to get beefy so I can explode them?

I would love to sit down in game with you and be your mentee.  My character's name is 'Nytra Glissarin' (Get it?)
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I love your Rogue's name!

I've done rogue videos on bomber setups before and I have been asked several times to do it again, I guess I just haven't had the time.

On a Bomber Rogue you're usually just throwing out bombs and either setting up a powder wall or getting bombs positioned so that you can ruse a boss into. If you have Dynamite you may also be blocking off standard enemies so that they are forced to spend AP attacking bombs.

As Hybrid with dynamite you're either also blocking enemies so that they attack bombs or you're placing bombs adjacent to enemies and using Pulsar, Boomerang Dagger, or another AoE spell to set them off while simultaneously damaging enemies.

I'm starting to understand that many people have trouble visualizing what I'm talking about, so I really ought to do some sort of visual guide on Bomber rogue in particular.

I'd love to also sit down in game with you and see if I can help. I haven't been terribly online lately but I hope we can catch each other soon.

Meanwhile I should PROBABLY make a video on bomb setup... lol.
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