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Information on Kruxena Rogue Skills
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Noir
Posted 3/2/2008 11:25 PM (#6483)
Subject: Information on Kruxena Rogue Skills



Sabnack

Posts: 1202
1000100100
News: I am happy to announce the launch of this topic as a viewable document with Google Documents! This copy features a working table of contents as well. If you would like to check it out it can be found here: Information on Kruxena Rogue Skills Document




This topic is all about the Kruxena Rogue Skill tree. Here you will find listed all the Rogue skills in the order they can be acquired. Findings and opinions about Rogue skills are added to the list as they are formulated.

Also as it surfaces, limited information on the Assassin and Shadow Runner Skill trees will be given sections toward the bottom as well, courtesy of those dedicated enough to be testing the advanced classes already.

If you are looking for information on how skills become stronger as more points are invested in them, the following link is to an official fan based wiki that is compiling such information: Rogue Skill List

If you are looking for information on DNA for Rogue skills, the following link to the official fan based wiki shows the effects of DNA by level: Rogue DNA List

If you are interested in the level and skill mastery requirements for each level of each skill, you can find this information following this link to the Requiem official fan based wiki: Rogue Skill Prerequisites


Rogue Skills


Fata Morgana
Minimum Requirements: Level 10
Evaluations: Got 1 point and have used the skill maybe 2 or 3 times. Says it reduces a monster's hostility towards you. Soloing, this is pretty useless, but in party situations this might become a worthwhile skill if you were willing to invest in it. I only still have it because I feel that unlike Sword Aura of Darkness there may be a time I want to use this skill, and you have to get two of the three starting skills no matter what.


Sword Aura of Darkness
Minimum Requirements: Level 10
Evaluations: Basic damaging skill. Low MP cost and quick cooldown make it a good skill for starters, but ultimately the damage it adds becomes negligible when your regular attack does over 100. Around level 30 I stopped using it altogether and later removed it with a skill reset. All other Rogues I make will probably never get this skill.


Fighting Will
Minimum Requirements: Level 10
Evaluations: Handy buff, incredible duration and raises your accuracy. When you start fighting nothing but elite monsters in the second world area you start to feel the misses, so I raised this skill to max level. Definitely can feel the difference.


Quick Attack
Minimum Requirements: Level 12, Skill Mastery 2
Evaluations: Short duration and raises attack speed. Each additional level increases your attack speed by 0.1 for a total of 0.5 at maximum skill level. I've maxed the skill out and can say it's been worth the investment. At each added level you can literally feel the speed increase in Dual Swords. Doesn't hurt that it speeds up the overly slow Crossbow either.


Poison of Malice
Minimum Requirements: Level 12, Skill Mastery 2
Evaluations: Slightly stronger than Sword Aura of Darkness, however with additional skill points this quickly becomes a higher damaging skill. The DOT is pretty lacking, only does single digit numbers even at higher levels which eventually becomes absolutely laughable even added up for the whole 10 second duration. Its delay and MP cost are slightly larger than SAoD as well. The raw added damage and DNA for this skill are working properly.


Shadow Runner
Minimum Requirements: Level 14, Skill Mastery 4
Evaluations: Dumped one point here first time around, useful for sneaking past monsters I didn't want to deal with at lower level quests. 10 minute cooldown time is ridiculous. Haven't gotten it when I did any skill resets and I do not plan to get this skill in full release as Stealth is just superior and once you have Stealth, you'll never use Shadow Runner again.


Instant Accel
Minimum Requirements: Level 14, Skill Mastery 4
Evaluations: Buff that raises evasion. Since evasion is the supposed core survival stat for Rogues this is a skill to pump up. I've tried to test having it on and off and I can say for sure it makes a difference. Another skill I maxed out.


Reward for Pain
Minimum Requirements: Level 16, Skill Mastery 6
Evaluations: An attack skill that does a very small damage to you in return for a large damage to your enemy. I got this skill when I skill reset, and I must say I liked it. At higher levels the damage it does back to you is negligible, and the damage the skill does to the enemy only gets more and more powerful. The only drawback I see with this skill is the longer cooldown compared to Poison of Malice, the other low level skill that gets powerful attack damage.


Vertigo
Minimum Requirements: Level 16, Skill Mastery 6
Evaluations: Reduce an enemy's evasion. Would be more useful perhaps if it was instant cast, but it isn't. Since Rogues basically need to kill fast or be killed I didn't really bother to use it while I had it. Maybe somewhere down the road it'll have a use, but for now it was just a waste to me, so when I skill reset I did not get it again nor do I plan to get it anytime with future Rogues.


Forward Dash
Minimum Requirements: Level 18, Skill Mastery 8
Evaluations: Quickly moves you forward. Excellent for PvP, seems fairly useful for PvE as an turn and run tactic, though the cooldown is a little long on it, around 20 seconds. The one point I have in it seems sufficient, though I must confess my curiosity at how much more useful it is at higher skill levels.


Dual Wield Mastery
Minimum Requirements: Level 18, Skill Mastery 8
Evaluations: Passive skill that increases your dual sword / claw damage by a small amount. It may seem at first that the bonus is small, but the bonuses get bigger each level for a total of over +20 at level 5. Coupled with its DNA it becomes fairly good asnd worth investing in.


Lightning Speed
Minimum Requirements: Level 18, Skill Mastery 8
Evaluations: Attack skill that hits an area of enemies in front of you. Since usually when I'm under attack by multiple enemies its a very bad situation and one I try to avoid, I skipped this skill.
WNxFireWraith writes... Lightning speed DOES do decent damage, I've heard people say it's a low damaging skill, but it really isn't. The downsides are the long cool down and the MP use. But it's not a bad skill (still, Rogues don't aoe so I don't grab it).


Excessive Bleeding
Minimum Requirements: Level 20, Skill Mastery 10
Evaluations: Attack skill you get at level 20 that does as much damage as SAoD (yes, the first skill) with the exact same weak damage DOT as Poison of Malice (yes, another very early skill) that has a much larger cooldown. The DNA doubles the length of the DOT, and putting more points in the skill increases DOT marginally. Still, the decided lack of damage from this skill makes it not really worth it. Maybe if the amp up the DOT I'll consider getting it again, but until then I'm passing on getting this skill.


Joint Strike
Minimum Requirements: Level 20, Skill Mastery 10
Evaluations: Attack skill that lowers enemy's movement speed. It doesn't add 9 damage, it does 9 damage. And the -1.0 meter/second movement decrease is pretty laughable for PvE, but for PvP it is a godsend. Maybe at max level the speed decrease might be worth it for PvE, but so far it looks like the only real application for this skill is PvP based. Not sure if this skill will become dwarfed by Blinding Strike later on or not, so I may or may not get this skill in full release.


Concentration Needs feedback
Minimum Requirements: Level 20, Skill Mastery 10
Evaluations: Buff that very very slightly increases your MP regen rate. Seemed like a pretty big waste, didn't get it. If anyone has gotten it and has something to add about it let me know.


Poison Arrow
Minimum Requirements: Level 22, Skill Mastery 12
Evaluations: Woohoo finally a crossbow skill! Wait what's that? It also has the same DOT as Poison of Malice? Well, thats unfortunate... but hey a crossbow skill! Wait, you cannot stack Poison Arrow and Poison of Malice? Aw man... but hey, a crossbow skill! ...what's that...? If I use this skill, using Poison of Malice afterwards will always do zero damage instead of my usual damage + more!? And to top it all off the range of the skill is about a third of the range you can normally fire your crossbow. Yeah, they better do something about this because it's pathetic. Upon using a skill reset this was one of the easiest skills to not get again. Have to keep our fingers crossed the next bow skills aren't as worthless as this one was.


Soccer Kick Needs feedback
Minimum Requirements: Level 22, Skill Mastery 12
Evaluations: Skill that has a chance to remove recovery buffs from the enemy it hits. This is clearly a skill intended for PvP. Even so the fact that it literally seems to only remove healing buffs and not buffs such as Quick Attack makes me feel it isn't particularly worth the investment. As such, I have yet to get it. Anyone that has and can give some first hand experience please post what you've found.


Infection
Minimum Requirements: Level 24, Skill Mastery 14
Evaluations: AoE poison skill that hits target multiple times and poisons things nearby. It correctly adds the damage modifier it says to your regular damage, it is just divided up into the 4(5? hard to count them) hits the skill does. However, it still maintains the problems of not working in conjunction with other poison skills, and causing a follow-up Poison of Malice to do zero damage, which can make multiple Rogue parties ugly. Another AoE skill, another AoE I don't intend to get.


Paralyzed Nerves Needs feedback
Minimum Requirements: Level 24, Skill Mastery 14
Evaluations: Skill that reduces the attack speed of the enemy. I'm curious about the usefulness of this skill, but just haven't tested it yet. Anyone that has and would like to provide some feedback please post.


Home Thrust
Minimum Requirements: Level 26, Skill Mastery 16
Evaluations: Get this skill. It's a dream come true. It does appropriate damage (three strikes that add up to your damage + promised modifier), reasonable cooldown, and stuns enemies. The damage and stun duration all go up with extra points. I am told that the stun length maxes at 3 seconds, haven't gotten that far myself as of yet though. It works, it's useful, I love it.
Malice writes... 100% chance stun doesnt always do 100% to anything higher than me(i have both at 100% now). those mobs same lvl or lower so far ive not missed any stuns


Dazzler Needs feedback
Minimum Requirements: Level 26, Skill Mastery 16
Evaluations: Skill that reduces the accuracy of ranged enemies. Didn't feel the need to grab this skill nor see an easy way to test it's effectiveness. Anyone that has messed around with it some, feel free to fill us in.


Ambush
Minimum Requirements: Level 30, Skill Mastery 20
Evaluations: Skill that does stun and damage that is used from Stealth. Skill claims it can also be used if you are behind the opponent and not in stealth, but this apparently is a lie as I am unable to do it. The stun is 2 seconds at level one and is +1 second per level, ending in a stun duration of 6 seconds, twice that of Home Thrust. However, I still prefer Home Thrust as I can use it any time.
Malice writes... Lvl 6 ambush, it does a lil more dmg and this goes up alot if u intend to invest points in maxing it to 10. No change in stun time and cooldown.. accuracy stays at 100% towards anything ur level and below. With lvl 6 ambush u will finally get to here the "miss" sound effect if u try to homethrust over an ambush. So its the same here as lvl 5 except u get more dmg in ambush... i hope they could reconsider in letting homethrust overwrites Ambush since homethrust is an anytime style.... we just have to carefully time our stuns(stunlock) or let ur opponent a few hits in before restunning(risky - see insta fear).
100% chance stun doesnt always do 100% to anything higher than me(i have both at 100% now). those mobs same lvl or lower so far ive not missed any stuns


Stealth
Minimum Requirements: Level 30, Skill Mastery 20
Evaluations: Like Shadow Runner, but better. Costs no MP, instant cast, toggle on/off. You move slower than Shadow Runner, but this skill is still hands down a replacement for Shadow Runner.


Long Range Weapon Mastery Needs feedback
Minimum Requirements: Level 32, Skill Mastery 22
Evaluations: Haven't gotten this skill as I don't rely heavily on bow attacks other than to pull enemies. Perhaps for those going the bow-oriented second class this would be a must, but for me it didn't feel necessary. At least not yet. Anyone who has gotten this skill and chance some feedback feel free to comment.


Retreat Needs feedback
Minimum Requirements: Level 32, Skill Mastery 22
Evaluations: Personally I did not feel that this skill was worth getting. Essentially, it is Forward Dash that goes in reverse but only half as far with that same nasty long cooldown. I'd rather do a 180 and use forward dash. If anyone got this skill and has something to say about it feel free to post.


Deadly Strike
Minimum Requirements: Level 34, Skill Mastery 24
Evaluations: This skill does damage to the enemy as well as reduces their evasion. I didn't get it until I used a skill reset, but now I'm glad that I have. Putting this skill at the front of my attack sequence I miss far less with my other attacks. The only drawbacks I can speak of are its a little slow animation wise and has a higher MP cost compared to most other skills I use, 35 MP at level 1.
Malice writes... its a 1 hit animation, almost instant, good dmg at lvl 2 (critted for 416 with it) altho the debuff may not seem much but later on we might just rely on it againts high evade races like Kruxena.. even in pve... some quests where they send u to a higher lvl elite kill quest the slightest chance where u might not miss could mean everything.


Hacking
Minimum Requirements: Level 34, Skill Mastery 24
Evaluations: Skill that does damage and reduced the defense of the enemy it hits.
Muku writes... 3 hit (With Dual Sword), decrease the monster def for -47 (Takes 4 more damage) Long recast = Bad
nubche writes... Hacking lvl 1 is TERRIBLE! The slow animation makes me lose one entire hit time. Usually after home thrust, I can do 2 hits with skill, like malice and bleeding. Now I can only do ONE with hacking, the dmg is nothing great, and losing one skill worth of dmg (or a pair of normal hit) is no good at all. I have dna lvl 1 and hacking lvl 1, maybe if someone lvls higher and gets hacking 2 which lvl 2 dna = longer duration it would be a little more useful, right now the difference is little to none and the drawback is huge.


Fortitude
Minimum Requirements: Level 36, Skill Mastery 26
Evaluations: This skill is a buff that increases the chances of your critical attacks. Also note that this skill does actually have a cast time, unlike any of the other Rogue buffs before it. That was sort of a drag for me, but I guess we can't complain with 35 levels of instant casting all our buffs, so I've adjusted to it. The cast time is 3 seconds.
Malice writes... i took fortitude which buffs my crit to a total of 13.58% and the crit chances are minimal... i suppose it will only get better after lvl 45 onwards when u have weapons with better crit base percentage.. oh and btw, fortitude level 2 adds another 1% only and so on.
WNxFireWraith writes... Fortitude only raises normal crit, not skill crit. At skill lvl 10, it adds 15% crit (only able to reach lvl 10 as an Assassin).


Raid Needs feedback
Minimum Requirements: Level 36, Skill Mastery 26
Evaluations: Skill that can only be used from Stealth that combines the effects of Joint Strike and Paralyzed Nerves into one, both reducing enemy movement speed and attack speed. Anyone that has feedback on using this skill that would like to comment, please post your findings.


Blinding Attack
Minimum Requirements: Level 40, Skill Mastery 30
Evaluations: Skill that seems to have the same effect as Joint Strike but does more damage. I have yet to reach the level required to get it but I am interested to see how it pans out.
Malice writes... okies i just got this solely for test purposes and it also has a slow animation altho not as slow as breaking Pieces. It does a backward somersault single attack.


Breaking Pieces
Minimum Requirements: Level 43, Skill Mastery 33
Evaluations: Damaging skill that hits an area around you. I'd assume in application it is similar to Infection, the lower level AoE skill Rogues get.
Malice writes... slow animation, dmg is alright if u spec it high but i can guarantee u one thing that u wont be able to aoe kill a whole lot fast enuf. In groups it does adds a lil bit of dmg but i would only use it to grab adds off healers when the tank missed a taunt.


Curse of Darkness Needs feedback
Minimum Requirements: Level 46, Skill Mastery 36
Evaluations: Skill that reduces the range of which enemies can attack and use skills. Not sure as to how useful this skill will be, anyone that has some feedback feel free to post what you've found.


Doppleganger Magic
Minimum Requirements: Level 48, Skill Mastery 38
Evaluations: Skill that summons a clone to fight by your side.
DetonatorLoki writes... Attacks at standard attack speed (1.7 with swords); Cant be buffed; Cant be healed; Can select its targets; Select it's modes: preemtive attack, defend or manual; Can use while stealthed; Movement needs abit of work; Gives around 50% more dps, definatly worth getting; It has the same HP as me so about 1.5k; he walks really slow - _-; At lvl 1 it lasts 30 mins
Malice writes... Defensive mode i have to be like real close to a mob to make it attack(this is prolly a bug); Doppel ganger cannot be put to sleep(need to test with a higher lvl templar) it can be stunned, it can be feared. doppel ganger does 1 dmg(yes one) to those who has shield with decent block rates (pvp)
this is actually a shadow hunter skill, it goes all the way to lvl 10 (lvl93 doppel) which is good dmg i assume and by then u be 93 anyway lol... so for assassins we are stuck with lvl 5 doppel.



Assassin Skills

Assassins can max the following Rogue skills:
Breaking Pieces
Blinding Attack
Fortitude
Retreat
Stealth
Ambush

Brutal Scud
Evaluations:
DetonatorLoki writes... Scud has never landed and ive tried using it 50+ times.
Malice writes... Brutal Scud is indeed borked as Loki has said.. It being the most dmging skill at lvl 10 makes me feel kinda sad that i get ziltch from this one. It needs to be fix ASAP.


Stealing Weapon
Evaluations:
DetonatorLoki writes... Stealing weapon lands but no idea what its doing because it doesn't have a description



Explosive Hacking
Evaluations:
Malice writes... animation is not that slow but its not fast either. The dmg part of this skill is working, i didnt really go all out to see if it does any "explosion" or insta kill effect. Forward spin like a cartwheel 3x with its own sound effect... so it goes like whoosh whoosh woosh.. dmg is alright for a lvl 52 skill.. not retarded like what u see when u get Lightning Speed for the 1st time. Neat animation i must say but atlast... im not getting this one.


Spinning Edge
Evaluations:
Malice writes... Spinning Edge, it has exactly same animation as lighting speed(god i love that animation), MEANING... its safe to say its our fastest yet highest hitting aoe. This skill at lvl 1 does like 200 ish non crit, (my other lvl 5 skills can easily hit for high 200 to mid 300 non crit) and ticks for 8 dmg every 2 sec for 10 secs(stacks with PoM).. the CD is kinda long.. 19 sec iirc but im loving it still... for now. The dmg will only get higher from now on and the dot increases by 1 point at lvl 2. If u feel that u want some kinda aoe skills to help with adds.. or hell..cause havoc in pvp in a wider range, then this is the only skill i would recommend.



Shadow Runner Skills

Shadow Runners can max the following Rogue skills:
Doppelganger Magic
Curse of Darkness
Raid
Hacking
Deadly Strike
Range Weapon Mastery

Sniping
Evaluations:
WNxFireWraith writes... A toggle skill, like stealth is, that extends the range of your crossbow attack. Max level for the skill is 4, which adds 8 meters to the skill. The downside to being in this mode is that you cannot run, only walk. I remember on the last patch update they said they added the ability for Rogues to fire in sniping mode while walking backwards.


Explosive Arrow
Evaluations:
WNxFireWraith writes... Ranged AoE skill. It effects 4 targets, at level 10 the skill does +186 damage and 19 damage every 2 seconds for 20 seconds.


Silent Terror
Evaluations:
WNxFireWraith writes... An aoe skill that disables magic skills. At level 10, the skill disables magic spells for 45 seconds, it effects 4 targets, and has an 85% success rate.




That's all the information that has been gathered so far. I will update as more information on skills surfaces.

Edited by Noir 6/8/2008 1:51 PM
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Zurui
Posted 3/3/2008 12:11 AM (#6518 - in reply to #6483)
Subject: Re: Kruxena Rogue SKill


Nephas

Posts: 47
25
Poison of Malice's DOT sucks, yes, but at least the damage is good. Equal to about 2-3 normal hits. Nice to use in a combo and at least get a little more damage done, yea?
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wtfmissile
Posted 3/3/2008 1:47 AM (#6561 - in reply to #6483)
Subject: Re: Kruxena Rogue SKill



Enverto

Posts: 88
252525
I use malice,excessive,reward and sword aura and most mobs are dead before the combo or shortly after in between auto attacks. The overall dot damage yes it pretty weak and should be a bit higher, but those skills still double an auto attacks damage and I do use them. Reward for pain may seem dumb but at least one point into it is worth it. 13 health off me isn't shit when its 60+ off them.

Edited by wtfmissile 3/3/2008 1:48 AM
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Ayaska
Posted 3/3/2008 4:06 AM (#6590 - in reply to #6483)
Subject: RE: Kruxena Rogue SKill


Nephas

Posts: 42
25
Poison Arrow, yeah couldnt wait to hit the 22 to get my first real crossbow skill but imo there're two bugs that come along with that skill:

1) Sometimes the skill doesnt work - several times Ive used it and the skill cooled down but I didnt see a green arrow flying towards the enemy to dmg him.

2) When using Poison Arrow while running the skill makes u standing still for like 0.5 secs (its an instant-skill).

So, i dont know if the second issue is rather intentionally than a bug - but if so, combined with it's very short attack range (15m) Poison Arrow is just another melee attack for me u just have to use a bow for.

~aYa~
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Noir
Posted 3/3/2008 6:25 AM (#6641 - in reply to #6483)
Subject: Re: Kruxena Rogue SKill



Sabnack

Posts: 1202
1000100100
Ah thats something I forgot to mention Ayaska, thanks. Poison Arrow's range is a fraction of the range the crossbow can normally attack from, making it so there are few if no times that it can have practical use as a ranged fighting skill.
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Azurian
Posted 3/3/2008 6:24 PM (#7081 - in reply to #6483)
Subject: Re: Kruxena Rogue SKill


Nephas

Posts: 39
25
Location: The Netherworld
Just a note : All skills start of with a low bonus on lvl up, but it rises fast.

Skills you HAVE to get :
Sword Aura Of Darkness
Reward For Pain (the lost HP isn't noticeable)
Poison Of Malice
Homethrust
Excessive Bleeding
Paralyzed Nerves

All buff Skills (except Concentration)
Dual Mastery
Forward Dash

Skills I didn't get (yet) :
Crossbow skills
Concentration
Soccer Kick
Infection

Skills I regret getting :
Joint Strike
Fata Morgana
Lightning Speed
Shadow Runner

Edited by Azurian 3/3/2008 6:25 PM
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wtfmissile
Posted 3/3/2008 7:19 PM (#7101 - in reply to #7081)
Subject: Re: Kruxena Rogue SKill



Enverto

Posts: 88
252525
I put just 1 point into con, just because I burn mana so quickly and I need a little extra regen during longer fights. I somewhat regret getting fata morgana simply because I dont put out enough aggro to out due the nukers or tanks :/
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Itsygo
Posted 3/3/2008 8:12 PM (#7120 - in reply to #6483)
Subject: Re: Kruxena Rogue SKill



Gentle Pez

Posts: 16
0
I heavily regret getting Fata Morgana, wasted 2 points into it. 1 to test it, other was a misclick. Skill Reset NPC anywhere?...
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Zurui
Posted 3/3/2008 10:53 PM (#7178 - in reply to #6483)
Subject: Re: Kruxena Rogue SKill


Nephas

Posts: 47
25
Like Azurian said, get Reward For Pain. Really, at level 1, 13 hp is NOTHING. I used it in PvP for an easy 60-70 damage WITHOUT critical, and against other squishies like Rogues and the such, combined with Sword Aura of Darkness and Poison of Malice, it slaughters them.
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Noir
Posted 3/3/2008 11:43 PM (#7192 - in reply to #6483)
Subject: Re: Kruxena Rogue SKill



Sabnack

Posts: 1202
1000100100
Couple more levels, couple more worthless broken skills. Joint Strike and Infection added to first post.

Edited by Noir 3/19/2008 2:10 PM
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Zurui
Posted 3/3/2008 11:46 PM (#7193 - in reply to #6483)
Subject: Re: Kruxena Rogue SKill


Nephas

Posts: 47
25
For Joint Strike to be of any use, I agree, it has to be upgraded, and for starters, we should learn how fast in meters per second the average person will run.
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Noir
Posted 3/4/2008 12:40 AM (#7226 - in reply to #7193)
Subject: Re: Kruxena Rogue SKill



Sabnack

Posts: 1202
1000100100
Zurui - 3/4/2008 2:46 AM

For Joint Strike to be of any use, I agree, it has to be upgraded, and for starters, we should learn how fast in meters per second the average person will run.


In the status screen, it shows that my Rogue moves at 5.0 m/s. Dunno about other classes, I'll ask some people and post about it when I've got some diverse info.

Edited by Noir 3/4/2008 12:42 AM
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wtfmissile
Posted 3/4/2008 2:11 AM (#7247 - in reply to #6483)
Subject: Re: Kruxena Rogue SKill



Enverto

Posts: 88
252525
Well saved me on getting infection then next level. I was planning on it just because of an dot aoe sounded nice, even though the damage was minimal. I have found however that adding excessive and malice together adds a decent amount of dot damage. And regardless of what may be said, I have 3points into malice and it rapes. Most damage dealing ability I have atm. Now I'm considering on whether or not to work on my buffs or put another into sword aura :/
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Ayaska
Posted 3/4/2008 5:27 AM (#7277 - in reply to #7192)
Subject: Re: Kruxena Rogue SKill


Nephas

Posts: 42
25
Noir - 3/3/2008 11:43 PM

Infection - [...] but the skill itself also only hits for 11. So, it breaks a good useful skill, and is worthless itself.


In the skilltab it says "Weapon Damage:11" (not +11), but when using this skill u hit five times - yesterday I was hunting those ugly dogs around Nova Lux and when I've used Infection I usually dealt 5x9noncrit (I'm 24, dogs are 25) and a few for 5x 16-18 crit. So imo its not that useless.

~aYa~

Edited by Ayaska 3/4/2008 5:39 AM
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tetsuya
Posted 3/4/2008 10:30 AM (#7470 - in reply to #6483)
Subject: Re: Kruxena Rogue SKill


Temperion

Posts: 10
0
I've noticed that when using Shadow Runner you can talk to NPCs without breaking stealth. This was particularly useful for Forgotten Port quests.
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Noir
Posted 3/4/2008 11:32 AM (#7496 - in reply to #7277)
Subject: Re: Kruxena Rogue SKill



Sabnack

Posts: 1202
1000100100
Ayaska - 3/4/2008 8:27 AM

Noir - 3/3/2008 11:43 PM

Infection - [...] but the skill itself also only hits for 11. So, it breaks a good useful skill, and is worthless itself.


In the skilltab it says "Weapon Damage:11" (not +11)


Poison of Malice also does not have a plus for the damage it lists. Oddly enough, it does add it. So whether it has a plus or not has no bearing.
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Kragar
Posted 3/4/2008 2:51 PM (#7612 - in reply to #6483)
Subject: RE: Kruxena Rogue SKill


Gentle Pez

Posts: 24
0
Location: Europe
Sword aura of Darkness and Poison of Malice states that they are instant attacks but in reality they aint. When either button is pressed
the damage is applied only after the graphix movements have gone through their cycle. Also if you activate the skills the mob might have
moved out of melee range or you are too close to the mob and you waste the skill use. The skill activates but does no damage. This is
totally fatal in pvp and why rogues suck so bad in pvp. I pretty much play without any lag from either my computer or internet connection
and lots of times the above skills never hit pvp opponents and they go to waste because target is not in the hit area. Another problem is
also that the range to target is often out of sync with the graphics so you are either too close or too far from target, this also is fatal in pvp.

Oh yes often those skills have to be spammed to activate and if one presses 1 time the activation of them are probably around 50/50

- K

Edited by Kragar 3/4/2008 2:53 PM
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kokU
Posted 3/4/2008 3:58 PM (#7651 - in reply to #6483)
Subject: Re: Kruxena Rogue SKill


Temperion

Posts: 4
0
Most of the skills seem to be bugged. I don't know if this is normal but sometimes when fighting mobs the skills just wont do any dmg, they dont even show miss. Lighting speed seems to be very useful, espcially when u use the DNA that adds more dmg. Shadow Runner not useful so far, mayb at higher lvls. I think this skill should be instant with a much lower CD, 9mins is just ridiculus. Fata Morgana useless aswell. Joint Strike doesnt seem to work well, low dmg and the decrease in speed is not noticeble at all.
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Ayaska
Posted 3/5/2008 1:21 AM (#7766 - in reply to #7612)
Subject: RE: Kruxena Rogue SKill


Nephas

Posts: 42
25
Kragar - 3/4/2008 2:51 PM

Sword aura of Darkness and Poison of Malice states that they are instant attacks but in reality they aint. When either button is pressed
the damage is applied only after the graphix movements have gone through their cycle.


Yeah, currently it seems to me that the rogue skills are 'on next swing'-attacks. Thats a bit obstructive as the Rogue imo is supposed rather to be fast and agile than to have high defense and last out much while waiting for the next swing...

~aYa~
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scrangos1
Posted 3/5/2008 10:41 AM (#7910 - in reply to #6483)
Subject: Re: Kruxena Rogue SKill


Temperion

Posts: 7
0
I agree on 'next swing' which aws a huge dissapointment.

Ive sorta noticed even when a skill does '0' the lifebar goes down by a chunk. Im not 100% sure but it might just be a display glitch. For the time being dont use combat text as a ruling bar... try to figure dmg relative to lifebar and see if the text is wrong too.
Ive gotten the 0 a few times just using the first poison skill on its own.

Since skills work on a on-swing timer, your mana is used for the extra effect. so if its 20 mana for +10 dmg, your paying 20 mana for 10 dmg. Which makes reward for pain useless or marginally situational at best (when killing faster would avoid more dmg than the one self inflicted while having everything else on CD and an exess of mana).

Fata morgana doesnt seem to be working right... it just wont remove aggro from me.
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scrangos1
Posted 3/5/2008 10:44 AM (#7911 - in reply to #6483)
Subject: Re: Kruxena Rogue SKill


Temperion

Posts: 7
0
Also like to point out, while i havnt looked at other classes skills. since your only paying mana for extra effects the poison and bleeds become fairly efficient since its a lot of total dmg added.
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scrangos1
Posted 3/5/2008 12:12 PM (#7957 - in reply to #6483)
Subject: Re: Kruxena Rogue SKill


Temperion

Posts: 7
0
I verified it, took 30-40% of a mobs life with a 0.
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Noir
Posted 3/5/2008 11:48 PM (#8126 - in reply to #7911)
Subject: Re: Kruxena Rogue SKill



Sabnack

Posts: 1202
1000100100
scrangos1 - 3/5/2008 1:44 PM

the poison and bleeds become fairly efficient since its a lot of total dmg added.


Beyond level 20, the damages just become a novelty.


New skill! Home Thrust now in first post, also re-evaluated Infection.

Edited by Noir 3/19/2008 2:11 PM
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Ayaska
Posted 3/6/2008 1:55 AM (#8167 - in reply to #6483)
Subject: Re: Kruxena Rogue SKill


Nephas

Posts: 42
25
Yep, it's hard to count them even with combat-log. I counted as well 4 as 5 hits dealt by Infection - maybe a bug.

I dont mind about the problem with the dot-replacement while playing atm. After pulling with Poiosn Arrow I only use Infection if the arrow has missed; Excessive Bleeding/Joint Strike (or Paralyzed Nervs sometimes)/Home Thrust + Dash, crossbow autoattacks (Quick Attack lvl4) from distance till Poison Arrow is cooled down.
I know this kiting-tactic isnt as effective to lvl fast as other skills but i just wanna try out different playstyles (and skills) to fully understand the rogue.

~aYa~

Edited by Ayaska 3/6/2008 3:27 AM
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scrangos1
Posted 3/6/2008 3:25 PM (#8500 - in reply to #6483)
Subject: Re: Kruxena Rogue SKill


Temperion

Posts: 7
0
Hm I'd like to make a small note. I took reward for pain since I needed mastery and didnt want shadow runner or the first one.

It looks like it isnt doing the dmg it reads but more. (These are claws, btw)

My listed dmg is 35-40, I have rank 2 poison and DNA for strengthen poison (tooltip reads +14 on poison, and +13 from dna, although i know the DNA isnt giving that much).
Its doing 45-50 dmg on the lv 20 Pez.

Rank 1 reward for pain always does two hit animation, it reads +13 dmg. It does two hits of 25-31, thus 50-62 dmg.



Edit: Alright now im confusing myself. I cant recall if the numbers above were pre-or post dual mastery. But ive been hitting 55-58's poison a few times now. Reward is the same.

Edit2: The discrepancies are due to lv20 and 21 Pez, regardless on a single mob Reward always hits harder than poison. Of course this is ignoring the DoT dmg.

Edited by scrangos1 3/6/2008 3:59 PM
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