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BURGLAR SKILLS OVERVIEW

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Core Offense

These are the basic attack skills - the stuff the Burglar does
in between mezzing and using dirty tricks.

style="border: 0px solid ; width: 240px; height: 400px; float: left;"
alt="A Burglar attacking a wolf"
src="http://www.tentonhammer.com/image/view/91032">

Find
the sweet spot, which is apparently in the back of the neck for wolves.

  • Surprise Strike - A strong
    attack that does additional damage when used from stealth or while
    attacking from the flanks. This attack has a high critical payout, and
    does additional damage when slotted with 3 Gambler traits.

  • Cunning Attack - A middling
    attack that applies a damage-over-time bleed. Does additional damage
    when used from stealth, and the bleed can stack and do more damage with
    legacies on legendary items. Note that lingering bleeds will break
    targets from a mez.

  • Subtle Stab - A quick attack
    that does not benefit from either stealth or position. This skill can
    be improved with the trait Swift and Subtle, inflicting more damage and
    applying a resistance debuff on targets that have an active Gamble.

  • Provoke - A neat little skill
    that does decent damage and causes the recipient to gain additional
    threat from whichever target it is focused on, whether it be the
    Burglar or someone else. Does additional damage and adds more threat
    when used from Stealth, and can be improved with the trait Sharp Wit,
    Sharp Blade to do yet more damage and generate more threat. The trait
    Leaf-walker causes this skill to apply a stun Gamble when used from
    stealth, with a 60% chance to apply.

  • Well-Placed Strike - This
    skill has a lengthy induction. It does moderate damage initially, and
    applies a bleed. When used from behind, the bleed is increased
    significantly. The trait Spatial Sense increases the bleed damage and
    lowers the cooldown.


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Tricks and Trick Removals

Tricks are lingering debuffs that may or may not do damage and
are removed with trick removals, which apply a variety of effects. Only
one trick per Burglar may be active at a given time, and one Burglar
cannot remove anotehr Burglar's trick

src="http://www.tentonhammer.com/image/view/91048"
alt="A Burglar applying a trick"
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Burglars
are masters of irony.

  • Trick: Disable - Does moderate damage,
    slowing the target's attack speed and reducing its outgoing melee
    damage. The trait Disabling Attack causes this trick to further reduce
    the recipient's speed.

  • Trick: Dust
    in the Eyes
    - A handful of sand applied in just the right
    way; does no damage, but the recipient has a +20% miss chance and its
    run speed is slowed. The trait Trickster makes this skill an
    area-effect attack. Though this trick does no damage, it will break an
    enemy out of a mez.

  • Trick: Enrage
    - A non-damaging trick that causes the recipient to attack at random
    rather than focus on one target. The trait Blind Fury makes ranged
    targets likely to run into melee instead of staying at range. This
    trick should be used with caution as it can make the tank's job very
    difficult.

  • Trick:
    Counter Defence
    - A moderately-damaging attack that lowers
    the recipient's defence. Block, parry and evade ratings are all lowers,
    and the recipient has a +3% incoming melee critical chance. The trait
    Opportunist increases the incoming melee critical chance.

  • Mischievous
    Glee
    - This removes any active trick and heals the Burglar
    over time. Upgraded at level 64 to Mischievous Delight, which does
    bigger heals. When slotted with 4 Gambler traits, this skill has a
    chance to apply a Gamble that briefly stuns the recipient.

  • Startling
    Twist
    -Removes any active tricks and stuns the recipient
    for 8 seconds. Note that this is a stun, not a mez, and does not break
    when the victim is attacked. When slotted with 3 Gambler traits, this
    skill has a chance to apply a damage-over-time Gamble.

  • Clever Retort
    - A complicated and unpredictable trick removal that randomly applies
    one of 4 effects. These look like miniature fellowship manouevers - a
    red ent does direct damage, a yellow spider does damage over time, a
    blue horse restores power and a green eagle restores morale. There is
    no way to control which of these effects will apply. Must be in
    Mischief stance to use this skill, though the trait Honed Wit removes
    this restriction and also reduces the cooldown. When slotted with 2
    Gambler traits, this skill has a chance to apply a debuffing Gamble
    which lowers the recipient's resistances.


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Critical Response Chain

These skills become available after the Burglar scores a
critical hit. These are tiered skills, and tend to consume power
quickly. All but one of the Burglar legendary skills and traits affect
these skills in some way.

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alt="An Burglar scoring a critical hit"
src="http://www.tentonhammer.com/image/view/91034">

The
seal on the can of Whup-Azz cracks open with a satisfying pop and hiss.

  • Burglar's Advantage - Tier 1 skill. Does
    good damage and inflicts more damage when used from behind. This skill,
    along with Double-Edged Strike, is altered by the trait Cruel Odds,
    which gives them a 10% chance to apply a critical vulnerability debuff
    (increased to 25% if the target has an active Gamble)

  • Double-Edged
    Strike
    - Tier 2 skill; can only be used after Burglar's
    Advantage. Two juicy attacks that do good damage. Cruel Odds affects
    this skill in the same was as it does Burglar's Advantage.

  • Feint Attack - Tier 3 skill; can only be
    used after Double-Edged Strike and resets the response chain. Does big
    damage and makes the next use of Surprise Strike hit as though used
    from stealth for extra damage. The legendary trait Practiced Bluff, the
    capstone of the Quiet Knife line, changes this skill to Improved Feint
    Attack, which activates more from-stealth skills, reduces its cooldown
    and adds +5% to damage on attacks made from stealth.

  • A Small Snag - Tier 3 skill;
    can only be used after Double-Edged Strike and resets the response
    chain. This skill roots the target in place for 15 seconds, and applies
    a debuff that increases the target's incoming damage and attack
    duration. The capstone legedary trait from the Mischief-maker line,
    Little Annoyances, changes this skill to Quite a Snag, which increases
    the duration of the root and strengthens the debuff.

  • Lucky Strike - Tier 3 skill;
    can only be used after Double-Edged Strike and resets the response
    chain. This skill does good damage and applies a damage-over-time
    Gamble. This Gamble will land every time, but its strength will be
    random. The legendary capstone trait of the Gambler line, Dealings
    Done, changes this skill to Gambler's Strike, allowing the Burglar to
    upgrade his Gamble to maximum strength. This trait also reduces the
    cooldown fo the skill and increases the chance of applying a Gamble
    with other skills.

  • Exposed Throat - Tier 3
    skill; can only be used after Double-Edged Strike and resets the
    response chain. This is a legendary skill attainable at level 39 by
    collecting book pages. Does good damage and has a 20% chance to stun
    the target and trigger a fellowshipe Manouevre.

  • Flashing Blades - Tier 3
    skill; can only be used after Double-Edged Strike and resets the
    response chain. This is a legendary skill attainable at level 39 by
    collecting book pages. Does 2 big attacks with a sweet
     animation.

  • Stick and Move - This is not a
    skill but a legendary trait, attainable at level 45 by completing 2
    class quests. Equipping this trait will unlock the critical response
    chain when blows are evaded as well as when the Burglar scores a
    critical hit. It also increases the Burglar's evade chance by 1% and
    partial evade mitigation by 5%.
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Stealth, Mischief and Other Dirty Tricks

When the going gets tough, the tough get going. And the Burg
hides.

style="border: 0px solid ; width: 240px; height: 441px; float: left;"
alt="A Burglar sneaking up on a victim"
src="http://www.tentonhammer.com/image/view/91044">

Things
are about to go very badly for this Half-orc Raider..

  • Sneak - Allows the Burglar to
    slink from shadow to shadow. Stealth causes the Burglar to move much
    slower than normal, and allows him to pass by enemies without being
    seen. Passing directly in front of an enemy will alert it to the
    Burglar's presence, though there is a chance that the Burglar will not
    be seen. Stealth is broken by attacking or taking any kind of damage -
    passing through the weak damaging aura of a Barrow-wight, for example,
    will pop the Burglar out of stealth. Increasing stealth level through
    gear or traits allows the Burglar to sneak past higher-level enemies,
    and to outclass stealth detection of low-traited Creeps in the
    Ettenmoors. Sneak cannot be used in combat.

  • Share the Fun -Allows the
    Burglar to stealth  a mamber of his fellowship. This works at
    a lower stealth level than Sneak, and the recipient must stay within
    close proximity of the Burglar to remain hidden. It is otherwise
    subject to the same conditions as Sneak.

  • Hide in Plain Sight - The
    hi-power version of Sneak. This skill can be used in combat, instantly
    dropping all aggro. The Burglar is undetectable for the first 10
    seconds, can move at full speed and stealth cannot be broken by taking
    damage. This works well as a "panic button" skill, but be warned: this
    skill is glitchy and is not always 100% effective. If toggled during an
    enemy induction or at the same time that an enemy aggros on the
    Burglar, that enemy will not drop aggro and will continue to attack.

  • Mischief - When you no longer
    care about everyone knowing you fight dirty. This toggled stance cuts
    the cooldown for Riddle in half, allowing the Burglar to chain-mez
    enemies. It also lowers the power cost of tricks and, at higher levels,
    increases trick duration. This stance is most useful in groups - it
    does not decrease run speed and allows the Burglar to use Riddle more
    often. It cannot be engaged in combat.

  • Diversion - "What's that over
    there!?" Causes an enemy to face away from the Burglar, allowing an
    approach from the rear. This can be used to turn enemies away to reduce
    the chance of being seen while stealthed. Only usable from stealth.

  • Burgle - This skill is only
    usable from stealth and can only be used on mobs that carry loot (i.e.
    not on animals, insects, etc). Using this skill on an appropriate mob
    has a chance of pilfering a bit of loot without having to fight for it.
    The chance to loot an item is random, and loot burgled from mobs is
    usually low in value. The trait Footpad makes this skill much more
    interesting - it gives the skill a 60% chance to apply a debuffing
    Gamble on the target, regardless of whether or not any items are
    actually taken.

  • Location is Everything - Only
    usable in stealth. This skill grants +25% positional damage when
    attacking from behind.

  • Aim - Automatically causes the
    next hit to critical, and reduces the miss chance.

  • Touch and Go - This skill
    increases the Burglar's evade rating, giving him +50% chance to evade
    attacks for 30 seconds. If used in conjunction with Find Footing, the
    Burglar can evade 100% of attacks for a short time.

  • Knives Out - This skill does
    big damage and lowers incoming melee damage by 30%. While this buff is
    active, the Burglar cannot block, parry or evade, and any damage he
    takes partially reflects back on the attacker. This skill shares its
    cooldown timer with Touch and Go.

  • Find Footing - When dazed,
    stunned, knocked down or knocked out, the Burglar can hop back up, heal
    himself up and evade 50% of attacks. If used in conjunction with Touch
    and Go, this evade boosts stacks to 100%.

  • Ready and Able - Using this
    skill resets cooldown timers for Touch and Go/Knives Out, Find Footing,
    Exploit Opening, Hide in Plain Sight, Riddle, Trip and several other
    skills.

  • Reveal Weakness - A toggled
    debuff that causes the target to take 10% more damage from attacks. The
    trait Appraising Eye increases this debuff to 12%.

  • Poison Removal - A weak skill
    with a lengthy induction and a long cooldown that removes 1 poison
    effect. This skill is
    "upgraded" at level 64 to Burglar's Antidote, which still only removes
    1 poison effect but reduces the induction to 0.5 seconds. You're better
    off having a Hunter do it instead - Hunters can remove 3 poison effects
    and have no induction and no cooldown.

  • Practical Joke - Can only be
    used from stealth. You know those people that get all sick and then go
    out in public and make everyone else sick? Burglars consider that a
    merry prank.
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Crowd-Control and Conjunctions

These skills keep dangerous enemies out of the fight until the
Burglar or his group is ready for them. Mezzes (short for mermerize)
can be broken by damage, unlike stuns. While stuns typically only last
a few seconds, mezzes can last over half a minute.

style="border: 0px solid ; width: 240px; height: 350px; float: left;"
alt="A Burglar Riddling an enemy"
src="http://www.tentonhammer.com/image/view/91042">

"Hey
buddy! Why is a raven like a writing desk?"

"Wha.....!?"

  • Riddle - 30-second mez that is effective
    against humanoids, undead and dragonkind (drakes and worms), but not
    against beasts, insects or creatures of nature. Most instance bosses
    are immune to mezzes, and enemies that have been stunned (e.g. by a
    Champion horn or a fellowship manouevre) are immune to mezzes and stuns
    for a short period. The trait Perplexing Riddle adds a 5-second stun at
    the start of the Riddle, followed by a 30-second mez. When the Burglar
    is in Mischief stance and traited with Perplexing Riddle, he can
    "chain-mez" one target, keeping it locked in place as long as needed.

  • Confound -This skillis a bit tricky to
    use properly. It is a delayed-response area-effect mez. For the first
    15 seconds, the targets have their attack speed slowed by 5%. After 15
    seconds, they are dazed for 30 seconds. If the mobs rush into group
    combat during that initial 15 seconds, there is a very good chance that
    any combatants using area-effect attacks (Champions, Guardians,
    Hunters) will break the daze. The trait Confound the Fools does the
    same thing for Confound that Perlexing Riddle does for Riddle, and
    allows the Burglar to affect 2 additional targets.

  • Exploit Opening - Applies a 5 second
    stun which triggers a fellowship manouevre. If the target has been
    recently stunned, or has been subjected to a fellowship manouevre
    already, he will be immune until he loses both immunity buffs, so
    timing this skill can be a bit tricky. This skill will only apply a
    stun in PvMP, and will not trigger a fellowship manouevre. Furthermore,
    there is a "diminishing returns" mechanic in the Ettenmoors which
    reduces the length of conjunction stuns if they are used in quick
    succession.

  • Trip - This skill is only usable from
    stealth. The Burglar does a ninja-like leg sweep, knocking the opponent
    down and triggering a fellowship manouevre. Using this skill breaks
    stealth. The legendary skill Sweep the Leg changes this skill to
    Tangle-foot, which does not break stealth, and reduces the cooldown by
    40 seconds. This is the only legendary skill that does not affect the
    critical response chain in some way.

  • Sieze Initiative - This skill is only
    available after completing a successful fellowship manouevre. It resets
    the cooldowns on Aim, Location is Everything and all the critical
    response chain skills.

  • Escape Clause - This
    skill is only
    available after completing a successful fellowship manouevre. It resets
    the cooldowns on Touch and Go/Knives Out.




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Class Tools

Burglars get lots of nifty toys.

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alt="A Burglar hurling a bag of caltrops"
src="http://www.tentonhammer.com/image/view/91033">

"Heya,
pal, just returning these jumping jacks I borrowed."

"Wait,
those aren't my... OW!"

  • Burglar Tools - These items go
    in the class item slot on the
    character record panel and can be crafted by tailors. At low levels,
    these items reduce the power costs of tricks. Legendary bags, also
    craftable by tailors and available to players who purchase the Mines of
    Moria expansion, do a whole lot more, and are discussed in greater
    detail on
    the Legendary Items page located href="http://www.tentonhammer.com/lotro/guides/classes/champ/endgame">here.

  • Signals - These badges look like their
    respective symbols on the fellowship manouevre wheel, and increase the
    effectiveness of their specific color. For example, Conviction Signals
    increase the healing done by hitting the green Conviction button during
    a conjunction. When equipped, these signals affect the Burglar only.
    When clicked on and used, they affect the whole fellowship. These items
    can be crafted by tailors, and go in the ranged slot.

  • Burglar Tricks - This is a
    collection of dirty rotten tricks that can be crafted by weaponsmiths.
    There are recipes for every tier, starting at level 20 tricks for
    journeyman weaponsmiths they come in several different flavors:
    • Caltrops - the Burglar litters the ground with pointy
      little spikes that stick into the feet of enemies, slowing their run
      speed and causing damage over time for 30 seconds. These nasty little
      things spread over 3 meters and can affect up to 5 targets at once.

    • Stun Dust - gritty irritants are hurled into the face of
      an
      opponent, stunning it for a few seconds. Higher level dust stuns
      targets for longer.

    • Bags of Marbles - ranging in size from tiny to giant,
      this
      device knocks over an opponent, triggering a fellowship maouevre.
      Because Burglars don't already have enough ways to start FMs.

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| href="http://www.tentonhammer.com/lotro/guides/classes/burg/skills">SKILLS

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Last Updated: Mar 13, 2016

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