Class Guide Rogue (Rev. 1)

History

One of the first classes in the game, the Rogue was a dagger class with light armor and two ring slots. But, with the introduction of the cloak, the Rogue's playing style completely changed. The Rogue is the least group-compatible class, but works great by himself. The Rogue is almost invincible when used correctly, but takes plenty of skill in timing and dodging. He is a medium-ranged class with average defense, so he must avoid being attacked while invisible. Unfortunately, this means that he usually must stay away from groups to avoid death. See his stat gains, caps, and averages here.

 

Equipment

The Rogue wears leather armor and uses daggers along with the Trickster and the Assassin. The dagger is not very good in its lower-tier stages, and doesn't provide a high damage or range output, but makes up for it with his speed and dexterity. While climbing up the tiers, the Rogue finally reaches great damage output at the Mithril Dagger, and keeps on getting better.


The Agateclaw Dagger/Dagger of Foul Malevolence are standard daggers with good damage and medium range. The Rogue can do great damage with these daggers if used continuously on a single enemy while cloaked. Its medium range is enough for the Rogue to attack enemies at a safe distance as well, meaning the Rogue does not have to tank hits like the heavy armor classes do, and cloaks help the Rogue avoid damage to a further extent.


The Bone Dagger is a weaker dagger with a lower range, but its shots pierce through enemies. One of the biggest drawbacks of this weapon is obviously the lower range and lower damage, but its piercing effect has much success for its the Rogue to abuse, and specifically the Rogue himself. The main use this dagger sees is to hit enemies or bosses who have minions surrounding them, the lower range is not a concern for the Rogue, because he has a cloak to abuse damaging time. The piercing effect allows him to hit bosses accurately, bypassing their minions, while the Rogue is cloaked. Another use this dagger could see is for crowd control, which does a good job at killing multiple gods or enemies simultaneously.


The Dirk of Cronus is a magnificent dagger that has a range comparable to the Crystal Sword or Katanas but gets a large bump in damage. Once again, the main user of this dagger is the Rogue, who doesn't care about its range when cloaked, and is able to abuse the damage boost. This means that the Rogue can kill specific bosses or enemies much faster than normal, as there is a significant damage increase. However, it's also highly expensive and rare, which is why not too many dagger users carry this in the first place.


The Spirit Dagger is a powerful alternative to the Dagger of Foul Malevolence. While Foul has slightly longer range & more consistent damage, the Spirit Dagger deals more average damage than Foul, has slightly "wavy" pattern to its shots, which makes hitting enemies slightly easier.

 

Ability

The Rogue's ability, the Cloak, enshrouds the Rogue, making him invisible to all enemies. The amount of cloaking time and bonuses rise in the tiers, reaching the limits of 5.5 seconds, with a 1 second of cool-down time so the cloaking is not chainable. The minor aspect bonuses is the small dexterity and speed boost they give, which gives the Rogue an edge in hit-and-run tactics on enemies. Learning to use and adjust to your cloak preference will give you many a soulbound drop when used at the correct time and place. Using your Cloak effectively is a vital skill to learn, and is the Rogue's most defining aspect. Remember though,you will become uncloaked if you are quieted.


The Cloak of the Red Agent, Cloak of Endless Twilight, and Cloak of Ghostly Concealment are the main cloaks used for the Rogue. In the Red Agent's case, it still provides an adequate 5 seconds of invisibility, which is enough for the Rogue to solo event bosses. It's also much easier to find and cheaper to buy. While Twilight/Ghostly gives an extra .5 seconds, making it easier for the Rogue to solo anything. The decision between Red Agent and Twilight is entirely up to the person's personal preference, but Twilight/Ghostly is always better to use in general. Ranging in simplicity to difficulty of acquisition, your first cloak will most likely be a Red Agent, and should be used to get a feel for the timing and mobility 5 seconds can give you on any event, it will prepare you to use the extra .5 seconds on Twilight/Ghostly. Seeing as Ghostly is a rare WC drop, most Rogues will use this cloak in conjunction of a Planewalker.


The Cloak of the Planewalker serves a motif that is true to its epitaph, teleporting the Rogue to the position of the mouse on screen, at the cost of an extra 10~15 MP totaling a full 100 MP per use. It is the most useful of any cloak, allowing the Rogue to cover more distance to get closer with 5.5 seconds of invisibility, and gives a new spin that affects the Rogue's tactics in approaching more dangerous events and bosses, or to jump past walls to get to the Rogue's objects of desire. "Planing" enemy projectiles is common practice, which makes it easier for the Rogue to dodge projectiles coming his way.

 

Strengths and Weaknesses

The Rogue is one of the few classes who aren't just as effective fresh as they are maxed, but can can still get soulbound damage in dungeon bosses and even large groups of gods. It is effective as a loner amongst a mob by sniping via cloak. The Rogue is not as frail as robe classes, but it isn't as defensive as heavy armor classes either. The leather armor is good enough for the Rogue to get both his defense and dexterity up, and speed if they choose to use Coral Silk. Rogues are known to be as amazing dungeon rushers because of their ability to run through rooms quickly and bypass enemy fire, but bringing MP pots are almost essential for this job.

The main weaknesses is its inability to support its group, and only play with benefits when soloing. This makes the Rogue a high risk, high reward class to play. This essentially makes it a hard class to play, but can be easily mastered and rewarded. Another weakness is it's "low range" while cloaked, because in order accurately hit constantly moving enemies, the Rogue must get closer to the enemy while cloaked in order to score more hits, and if your timing is off, the Rogue can get bombarded with shots and possibly be killed. Its inability to heal quickly is also a major hindrance, bringing HP pots are very helpful for whatever situation.

The lowest wisdom stat of 50 also doesn't help the Rogue, who relies on his cloak for success. The dexterity and speed stat of 75 is excellent for the Rogue, making up for his wisdom by supplying the excelling DPS and movement speed the class is known for. The cloak and leather armor buff these already high stats, and the use of Tomb Rings can boost speed and dexterity even higher to abuse. However, the low attack of 50 puts a damper on damage, but is moot for the class with such a high dexterity. As such, an attack boosting ring is almost always better than a dexterity boosting ring for higher DPS.

 

Group Role

The Rogue is not much of a team player, his ability to cloak means that the boss doesn't fire at all if he is on his own. The presence of any other uncloaked players will result in the enemy firing, and, if the allies are in the same relative direction, can get the Rogue hit as well, even if he is cloaked. A big source of Rogue grief comes as a result of an unskilled player teleporting to a high-level Rogue trying to solo an event boss. This makes the Rogue aware of any players in his surroundings, and adjusts his position, and can easily result in a brown gravestone and a faceful of shotgun.

 

Event and Dungeon Bosses

Rogues particularly excel at soloing event bosses, and especially work well when others are not in his vicinity. Skull Shrines are arguably the easiest for the Rogue, due to their fixed surroundings and immobility. Cube Gods are a close second, who have the same HP as Skull Shrines, but move around slowly and can have obstacles in the way, which can be a good thing depending on the situation. Pentaracts are rather easy for a Rogue to rush, especially with a Planewalker. Hermits, Grand Sphinxes, and Lord of the Lost Lands, are a different story, however. Because of their higher HP, they take a considerably longer time for the Rogue to solo, and their multiple phases also introduce a problem to the Rogue, meaning that they have to rely on group work in order to defeat these bosses.

Dungeon bosses, like some event bosses, require some time for the Rogue, but are considerably easier due to their lower HP stats. Multiple phases means that generally, the Rogue's cloak will be useless when they are under a period of invulnerability. However, the Rogue performs nicely rushing the dungeon whenever he wants, so he is able to reach the boss quicker than any other character. In that case, it is usually best to cloak when entering the room, in order to get a few hits in, then when the cloak runs out, team mates are able to teleport to the Rogue and finish off the boss.

 

Review

Playing the rogue takes some skill. Going against events, dungeons, and o2; the class is extremely squishy. Taking 6 health potions and 6 mana potions is recommended. With the squishyness, rogues die a LOT,usually due to badly timed cloaking or getting hit with a quiet star in oryx's castle. However, with decent DPS and the ability go get to bosses, or events quickly; the class gains wealth very quickly. You usually gain as much wealth as you put into the character before you die. The class is extremely fun. With great speed, it one big rushing job for you. Making the class very fast paced when in end-game content. The class however, needs Defense, Speed, and Dexerity maxed to be able to fully participate in end-game content. And with constant death (if its your first time playing), its a class that sucks up your wealth, then gains it back in less than a week.

Summary

A high risk, high reward class that generally takes skill to play, but can yield multiple rewards when used properly. Generally a solo class, the Rogue prefers to play alone, but can help the group by performing infiltration tasks such as rushing dungeons, and sniping hits on difficult enemies via cloaking. Its high speed and dexterity make it easier to play the Rogue's role, and their only real weakness is average defense, lack of healing, and their vulnerability to the quiet star. This class is for those who prefer to play the role of a fast, powerful, invisible loner.