Rogue Skills: Explanation

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Re: Rogue Skills: Explanation

Postby Etyll » Tue May 22, 2012 3:33 pm

BodMasta wrote:Creep and Breath-in-the-wind certainly work (; (Hoping later on the char will become sort of transparent to show the effect)

Note** They work depending on your current level - mob level and distance from mob, if mob higher than you the mob will still be able to detect you.


So if I get close enough a lower level mob can still detect me? It seems like they always run at me anyway :shock:
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Re: Rogue Skills: Explanation

Postby BodMasta » Tue May 22, 2012 3:40 pm

Depends how much Lvl difference there is. Also ensure you don't stand facing the mob lol, staybon side or back, when facing front of mob you are in view and will be detected instantly/quicker. (At Lvl Cap I pretty much un-detectable by most mob.)

Watch out for a skill at lvl 21 (;
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Re: Rogue Skills: Explanation

Postby Rootl » Tue May 22, 2012 4:06 pm

@stun thing,

Rit have you played wow, if so then think of it like when a rouge uses sap on someone for the quick 6 second stun, it can be used to give time for a short burst of dps on a squishy or just for the fun of it lol, and admin said it would last shorter on players so probably like 15 seconds and below, idk. Plus on Valkyrie and donar pvp is pvp and if they make the battlegrounds cross realms I am pretty sure people from both will fight against each other and 9/10 times people will join randomly out of boredom so they won't enter with tactics. Plus if anything is unbalanced we can easily report it to get it fixed. Sorry for the rambling but I am a huge pvp fan.
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Re: Rogue Skills: Explanation

Postby BodMasta » Tue May 22, 2012 4:14 pm

Says he on the PvE server :lol:

Nah Rit is worried about the 60sec stun. (Can only be used from Creep, and breaks on damage)
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Re: Rogue Skills: Explanation

Postby admin » Tue May 22, 2012 4:55 pm

That stun works only of combat and is of little to kill single enemies. Very useful if you have 2. You stun 1 and fight the other.

Break on damage too.

Unless you have pre-made battleground group from guildies who play always together is just can be use in real situation for purpose of healer stun and even hard them. In Lurk rogue move slow and healer rarely is long enough in one place.

Also you can mount on battleground and action if fact.

In normal situation the use I see is when just 1 player is guarding the flash to stun that player and get the flag.
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Re: Rogue Skills: Explanation

Postby Rootl » Wed May 23, 2012 6:53 am

But the stun will be shorter on players right? And I am not to big a fan of unorganized pvp, I like pvp with goals and pvp where you can get ranks.
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Re: Rogue Skills: Explanation

Postby admin » Wed May 23, 2012 9:15 am

It is shorter on players already.
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Re: Rogue Skills: Explanation

Postby Ritualist » Wed May 23, 2012 1:12 pm

Well knowing its shorter kinda makes me worry less already. Like admin said the stun is no where useful in 1vs1 but once you have an organised rogue group with teamspeak it can break way too many other team formations

Can creep be broken if Rogue takes damage?
Bod, rogues can permanently stay in Creep right? Or is there's small 1 sec window in between
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Re: Rogue Skills: Explanation

Postby admin » Wed May 23, 2012 2:05 pm

Any damage received or dealt brake Lurk (new name for creep) except for a 2-3 second after Breath-in-the-Wind when damage received does not break it.
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Re: Rogue Skills: Explanation

Postby BodMasta » Wed May 23, 2012 2:35 pm

admin wrote:Any damage received or dealt brake Lurk (new name for creep) except for a 2-3 second after Breath-in-the-Wind when damage received does not break it.


As admin said, I have been 'removed' from Creep many times, but with Breath-in-the-wind ive been able to get away with it until I either attack/skill or damage is taken.

Is the linked skills (party) in dungeons being looked into Admin?

Playing with the same class in a Dungeon can get very annoying with this current bug, also if someone in your Party uses any main function like Home Rune, it uses everyones Home Rune and each has to wait for the cool down. (End Run - Mad race to Home Rune outa there before anyone else uses.. cough** Rit **cough)

It wasn't too bad in Phase I as it would only effect a Fighter and only certain skills, now its every class and main functions, seems like a pretty "Top of the to-do list" bug to be fixed.
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