Hi guys, some days ago I've awakened my dual class in an othell rogue. Since I started to play Lineage with GoD, I don't really know how this type of class works.
Reading back and fort to this forum and the Innova one, I didn't find any reliable and complete information. Someone says that you just need to spam your skills, others say that you need to wait to proc of Weakness Critical and only then you have to use your skills. Of course for now I'm mainly focusing on PvE.
A wall of text would be really good, if you have the time, I really like reading guide about class gameplay :D
On bosses: Your first role is boosting the damage of the party and the secondary role is dealing your own damage... So basically you need to keep constant poison zone and weakness critical active on the boss, when they are both in effect you can spam your 4 blows. Also be cautious on how much damage you receive, use knight harmony if you feel like you're taking too much damage or your healer can't deal with it (besides knight's harmony boosts critical damage as much as warrior's does so your dps will be quite close to what you would deal w/ warrior's).
And yes, we're pretty much all about critical damage since our main offensive skills (the 4 blows) are always directly affected by critical damage factors (like the epic rings, counter critical, guitar melody and others).
Another general hint is: You should avoid spamming the blows when your maximum critical is not active btw (it gives around 40% critical damage on the back and improves the landing rate of the blows), and go full force if counter critical is active (as it fully affects the damage of the blows). And needless to say BR = clones (they're also quite useful for landing weakness critical).
On open pve: Specially on areas w/ highly resistant mobs like gf, orbis 3 and HF you should spam the 4 blows like there is no tomorrow since all of them can half kill (on these cases wizard harmony is interesting, because even if you lose 35% of your damage you will boost your half kills by the 20% faster cooldown of the blows).
Most of the time your aoes (razor rain and dagger explosion) won't be useful since they have a high mana consumption and kinda low damage .
On areas w/ weaker mobs you should aim to maximize your damage w/out spending too much mana, so try to at least have maximum critical always active and attack from the back if possible, and if you have a huge group of mobs you can use AoE (when AoEing poison zone is a must) but always control your mana usage though (specially if your healer sucks).
And yes we rely a LOT on our healers (as we spend high amounts of mana and we're kinda fragile), we aren't really a good class for soloing but we can extremely useful on parties on most situations.
And that's about it, for a simple explanation at least. :p
Thank you for the tips :D (Maybe, Hellel, you are the one who wrote that thing abount weakness critical? Because I remember your avatar, but I'm not that sure).
Actually the dagger is really fun to play. I'm so satisafied everytime I see an half kill landing.
Thank you for the tips :D (Maybe, Hellel, you are the one who wrote that thing abount weakness critical? Because I remember your avatar, but I'm not that sure).
Actually the dagger is really fun to play. I'm so satisafied everytime I see an half kill landing.
Indeed it's always cool to land half kills specially on tough mobs =D
And i did post a few things on the topic about max critical... It's not nearly as good as it used to be but you still must rely on it, after all bursting damage is our greatest speciality and anything that helps w/ that must be used.
The future also seems brighter for us... From what i've been reading the rogues are gonna receive a boost in damage higher than most of the other classes (and there will be some changes to the formula to help w/ that since the influence of critical reducers won't be so high on rogues anymore); the shadow chase/flash won't fall into the rule of the mesmerizing buff resistance anymore; and our worst nightmare on mass pvp (aggro/mass aggro) won't have 100% landing rate like it does now and will instead fall into the resistance rules that the mesmerizing debuffs have now =)
We'll also have silencing poison zone which should be cool (specially on oly against heavy healers); weakness critical through blood stab, and higher debuff rates; and also some temporary nuffs that will allow for greater accuracy of the blows.
So in general we will be able to control our fights better in all aspects (something the old daggers were way better on, specially the elf/dark).
Indeed it's always cool to land half kills specially on tough mobs =D
And i did post a few things on the topic about max critical... It's not nearly as good as it used to be but you still must rely on it, after all bursting damage is our greatest speciality and anything that helps w/ that must be used.
The future also seems brighter for us... From what i've been reading the rogues are gonna receive a boost in damage higher than most of the other classes (and there will be some changes to the formula to help w/ that since the influence of critical reducers won't be so high on rogues anymore); the shadow chase/flash won't fall into the rule of the mesmerizing buff resistance anymore; and our worst nightmare on mass pvp (aggro/mass aggro) won't have 100% landing rate like it does now and will instead fall into the resistance rules that the mesmerizing debuffs have now =)
We'll also have silencing poison zone which should be cool (specially on oly against heavy healers); weakness critical through blood stab, and higher debuff rates; and also some temporary nuffs that will allow for greater accuracy of the blows.
So in general we will be able to control our fights better in all aspects (something the old daggers were way better on, specially the elf/dark).
The trend is that things get better for us othells on the update Lindvior and the next.
BTW: The new ability Maximum Mortality (Active) - For 1 minute, Vital Spot Attack Rate +20%. It will be very useful but I believe the cooldown will be high.
The trend is that things get better for us othells on the update Lindvior and the next.
BTW: The new ability Maximum Mortality (Active) - For 1 minute, Vital Spot Attack Rate +20%. It will be very useful but I believe the cooldown will be high.
The trend is that things get better for us othells on the update Lindvior and the next.
BTW: The new ability Maximum Mortality (Active) - For 1 minute, Vital Spot Attack Rate +20%. It will be very useful but I believe the cooldown will be high.
5 minutes base, fully buffed it can go down to some 3 minutes... And as much as mortal strike is better indeed, you sacrifice blood stab so it's a complete no-go, you need that skill.