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G: Rogue-in' it Up

Updated Fri, Feb 13, 2009 by Shayalyn

Rogue-in' it Up

by Orogurath


So you want to be a rogue?  If you want to make it to the later levels, the good gear, and the fame that comes with it, you're going to need some fancy moves and lightning reflexes. This guide is designed to help you find those opportunities for effectiveness that will keep groups seeking your services.

A dead rogue is no good to anyone, so your primary focus is on stayin' alive. Who is going to sneak in and recover soul stones in hostile territory if you're already dead?  So your first task in any endeavor is to stay alive and healthy enough to A) not draw the cleric's healing away from the tanks, and B) not cause the group to do more work just to suit you.  Like it or not, your role should be unnoticed.  If your group is paying attention to you (except when waiting for you to disarm a trap) then you have done something wrong and are a drain on valuable resources.

Staying alive and healthy is best done by liberal use of your hide/sneak skill.  Even in the thick of combat, you can hide and reduce the likelihood that certain mobs will target you. This will reduce the aggro you generate and allow you to escape more easily from danger. You should rarely attack first.  Sometimes your group will ask you to Sap a mob or try for a critical against a sleeping monster, but most of the time, you should be finishing fights, not starting them.  

Use Bluff early, and use it often. When you successfully Bluff an opponent, it is denied its dex bonus for a certain amount of time and you get sneak attacks even when facing him/her. This will save your life, so if you get a half-beaten, angry hobgoblin turning to face you, Bluff him, stab him, and kill him. Don't forget to wipe your blade.

Last, but not least of the Stayin' Alive skills is Tumble.  When you sneak attack, and relocate, don't just run, tumble.  You'll get better defense and this will help you avoid drawing healing away from the tank.  Time is precious in battle, and your healer should never have to decide between healing you or the tank. They should always choose the tank; that option will keep everyone else alive longer.

Don't focus on single targets. I know everyone watches the kill number and tries to outdo their teammates, but it really isn't necessary. If you can get past the ego part, you can do more damage and receive less aggro if you sneak attack, and then move on systematically around the perimeter of the fight. You will maximize your usefulness and probably finish off a fair number of combatants on your own.  

Another aspect that should never be overlooked is to carry potions--tons of them.  You should always have 2 resists of each type, Remove Poison, Remove Disease (or Feverblanch Salve); Lesser Restoration, Protection from Evil, Invisibility, and a stack of cure potions. Sounds expensive, doesn't it? Rogues get Haggle as a class skill, so these will cost you less. You'll also sell your loot for more than your teammates, so make use of the Haggle skill to earn your extra cash to stay stocked up with necessary potions. Not only will you feel good when you cheat death, but your group will appreciative your skill and foresight. 

To reiterate:

1.    Hide/Sneak as much as possible.
2.    Learn to use Bluff and live by it.
3.    Tumble, don't run, in combat.
4.    Hit and relocate. Do not focus on single targets
5.    Carry potions, lots of potions.

If you follow these rules, regardless of your stats, build, preferences, or race, you will be a tough nut to crack and a wily adventurer worthy of the best groups. These tactics will serve combat rogues, generalists, and trap monkeys. These are smart tactics that will save your life and probably your groups', so take the time to learn these skills and practice them.  One of the best ways to practice your roguely gifts is by soloing the Stealthy Reposession quest when you are level 2 and 3 until you can do it without waking the kobolds. If you can do that, your skills will be superb enough to face any of the other instances out there, and I'm sure you will develop your own sense of style along the way.

If you follow the guide to survival, you're halfway to mastering the things a rogue does really well. Survival and opportunism are the calling cards of fantasy rogues, and as such I hope that you find playing the class to be as enjoyable as I do.

Good luck and good hunting!


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Windows
Developer: Turbine, Inc.
Genre: Fantasy
Status: Published
Release Date: February 28, 2006
Fee: Free-to-Play
ESRB Rating: T

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