Event and Dungeon Bosses<\/div><\/h2> \nTricksters, due to their high DPS and teleport, do excellently in tombs, where the teleport can allow an instantaneous escape to safety over quicksand in the face of a mad tomb boss. The decoy is immensely useful for attracting the attention of a charging Nut or a raging Bes, and is useful for \"pushing\" Geb into a corner as well. Skilled tricksters can rush tombs effectively, using the teleport to escape jackals, scarabs, and other monsters in the way. \n \nAgainst events the trickster is a slightly more difficult to use. Typically, the trickster's decoy is thrown behind a skull or cube in order to divert its fire as the trickster makes a hit-and-run; the minions, however, may continue to fire at the trickster, especially if they're spread out. The prism is much more useful at pentaracts - the combination of high DPS, high speed, and teleports allow tricksters to quickly and efficiently grind pentaracts to dust. \n \nAgainst large events (sphinx, hermit, landlord), the significant DPS of the Trickster gives it an edge over other dagger classes. The decoy can be used in order to draw secondary fire (e.g. landlord minions, reapers, or in the case of the hermit, the main boss itself) but primarily, the Trickster, in this situation, functions as a raw DPS machine. \n \n \n \n
Summary<\/div><\/h2> \nThe Trickster is a high risk, high reward class that takes skill to play, but can yield multiple rewards when used properly. Much like a more team-oriented rogue, it is capable of serving a variety of roles - team support, solo role, damage dealer, and rusher. Its high speed and dexterity make it easier for the Trickster to get around, and her only real weakness is her average defense and lack of healing, alongside an inferior solo cloak in comparison to the Rogue. This class is for those who prefer to play the role of a fast, powerful, team-oriented dagger user."],[[],[]]);initializeCookieConsentBanner("e");