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Rogue Builds, Nobody did this, so I will.
39
Mysqtical (Zatoishwan)
Subscriber Treechnid Hugger
* Member Since 2007-02-11
posté December 23, 2010, 18:16:48 | #1
Rogue Builds - intelligence
One of the stronger builds, pure damage going on with this one.

Pros

• Intelligence boosts healing therefor extraction is going to be useful
• Great spells like pulsar available for you.

Cons

• Extraction range is awful (second cell from up, down, left and right. even when leveled first cell is not available to cast on)
• Pulsar removes all your mp and the more mp it uses the bigger the damage ratio. However you might want to move at some point when close combat
monsters are starting to get pissed.
• Finding an intelligence based sword is going to be a walk in the pa- MAZE get ready to never find the exit.


Spells
No matter what you do, you will need to max these spells as soon as possible.

- the higher the level the more range you get for it. (if you level kickback before this one you'll end up kicking bombs out of detonating range)

- you might want to level this after detonator. 25+ damage and pushes the bomb 5 cells ahead. Although at the moment you can't decide how far you wish to kick this spell..
Which means maxing it will also have its penalties. (for example you might walk 3 cells away from a close range monster. You summon your bomb and attempt to kick it, but it has the same penalty as pushing a monster when he's already against a wall. A 'pushback penalty' as I'd like to call it. Might destroy your bomb and do minimum damage (if any damage).

- 10 to 12 steal when maxed to level 5. It is a spell you should definately start leveling.
Seeing as how you can combine it with kickback when a locked. It skips one cell north, south, east and west of you and is also linear. Increases range each level.

- the funny thing is leveling this spell only increases its range, which is to some extent pretty essential for the making of a fire wall. THIS SPELL DOES NOT INCREASE BOMB HEALTH WHEN LEVELED the bomb health is influenced by your vitality. Although if you go for the bomb-kickback strategy do not bother leveling this, invest your points elsewhere.

you can use this spell to pull back a bomb and heal its health. Although most monsters tend to attack your bomb instead of walking past it. So pulling it back might not prove very useful. Also healing it may not be that essential since you blow them up anyways.

- I've seen loads of rogue's loving this spell and I can see why. Place a bomb, kick it as far as possible and with maxed dirty trick you can switch places with the bomb you have just kicked it meaning you just increased its damage. however in combination of placing/kicking/switching/detonating you'd need 9 AP. placing/kicking and switching however takes 7 ap and could be done with a Gobbal set. It is THE spell to have.

- 40 to 45 damage when maxed to level 5. however has a penalty of minus all mp you have. The more mp you invested in the spell the more the damage. Very powerful and 3 - 6 range.
The pinnacle of your build.

- ankama somewhat fixed the range issue of linked bombs by adding this spell. Its a range of 6 cells in a plus form ( + ) it lasts for 2 turns however and can only be cast once in 4 turns when maxed to level 5. Linking it however does not mean the entire space between the two bombs linked together will also share the impact of the explosion. Do not bother with this spell unless you have found a use for it.

- alot of people were complaining about bombs being low on health and easily destroyed. This spell was most likely invented by the wise and ever so vigilant ankama to help you fix this issue, anything attacking the spells target from an adjacent cell is pushed back. Making it a reliable support spell.

- Not a ranged spell it is cast upon thyself and has a circle of 8 cells when maxed to level 5. Ankama is yet again helping you with your rogue problems. Increasing the damage by 18% at level 5. However lowering your vitality by 50%. Since its a circle of 8 cells you better avoid being in the impact range of your bombs. It might be fatal. It lasts for 1 turn (including the 50% off of your vitality) IF you level this be sure to get it to level 5 so you have a bigger range around you. We wouldn't want you to have to increase your bomb's damage, lower your vitality and then not be able to get out of your bombs range now would we?

- This spell is in my opinion definitely worth it at level 5 it is roughly +90 damage. AND could really help you in butchering your close ranged enemies. Place it, put a countdown on it. Run for it and await a close range monster to attack it. A turn passed, send another bomb next to it. Sit down and enjoy the show. Marvelous fireworks show and for some reason red colored rain.

- Increases the damage of your bomb when attacked. Could prove useful to some extent.

- you enter the kaboom state which means you have an explosion immunity. Leveling this spell only affects range and decreases the cooldown.


Strategy tips
• Use the bomb as shield, pulsar your enemies. (I noticed alot of people go for this strategy style)
• Use your bomb as a portal (with the use of dirty trick) and pulsar your enemes/detonate the bomb.
• Use the bomb as an actual bomb, kick it and detonate it. (for low leveled rogue's the best strategy)
• Even when a three bombs are placed and have just created a wall of damage, -mp or -ap most monsters attack bombs head on.
Imagine a wall, there is one passage way through the middle, place two bombs with a space in the middle against the wall near the passage way.
place the third one away from the mob and voilla. (its what a feca would do, glyph near a passageway while attacking monsters)


39
Mysqtical (Zatoishwan)
Subscriber Treechnid Hugger
* Member Since 2007-02-11
posté December 23, 2010, 18:18:12 | #2
- Agility
Pure tactical build.

Pros
• Better at dodgeroll
• your bomb removes mp
• you have 2 combat spells.


Cons
• Lesser damage inflicted in relation to intelligence build
• Your 2 combat spells are ranged but have an awkward combination of possible cells to cast it on.


Spells
(all of the supportive spells seen on the intelligence build can be leveled up even for this build)

- Your bomb spell, can create a wall of mp extraction (if placed like so; x = bomb o = space) x o x o x (o's have been turned into spiral shaped mp extracting cloud).

your first combat spell, inflicts moderate damage. And has an arc shaped area of effect. (meaning your area of effect is also boomerang shaped)

- Your final combat spell. Diagonal shaped. Alot of complaints about it being diagonally cast but it is nor better nor worse than linear spells.


Strategy tips

• Use your bomb as a shield/mp extractor while using ranged attacks on your enemy (osamodas tactics)
• Use your bomb as an mp extracting wall while ranging your enemies from behind it.



39
Mysqtical (Zatoishwan)
Subscriber Treechnid Hugger
* Member Since 2007-02-11
posté December 23, 2010, 19:14:13 | #3
- Chance build.
Xelor-ish build..

Pros

• Your enemies find you to be extremely annoying in combat. (because of the AP extraction)
• Your bombs remove AP.

Cons
• The pinnacle of your build is a spell you gain when you reach level 90 (I kid you not)
• Chance builds are difficult to develop (because there aren't any good chance sets for starters)
• Almost no sword (I believe) has chance based attacks..


Spells
(you'll need your supportive spells as shown in the intelligence build)

Start by leveling your first combat spell, has a ring shaped zone of damage and does moderate damage. You'll be able to kill faster and therefor level faster.

- your bomb spell, extracts AP from the target (1 only) and when you align three of them you'll create an AP extracting wall.

- Your best combat spell. It debuffs your enemy (increased permanent damage) this means the target can't heal back up the 25% of total hp lost by your teammates or you. This debuff is only available for 1 turn per cast..


strategy tips

• Using bomb as shield is not going to help you much since your first combat spell is going to be close ranged. So I would suggest leveling the water bomb spell so you can place it further away from yourself, detonate it, substract AP and then use your combat spells to substract more AP.

• Kick your bomb and substract AP and HP until it gets closer then start using your close ranged combat skill.




39
Mysqtical (Zatoishwan)
Subscriber Treechnid Hugger
* Member Since 2007-02-11
posté December 23, 2010, 19:22:34 | #4
Picture below shows the correct way of creating a wall of fire/wind/water.
As long as it has a space in between each other it can not go wrong.



Important: people can NOT shoot you over or through this wall it is a 100% defensive wall right there.


Reason for edit : Posts merged
163
Subscriber Crocabulia Extinguisher
* * * * * Member Since 2009-11-29
posté December 23, 2010, 20:48:56 | #5

Quote (fikoko @ 23 December 2010 20:47) *
Important: people can NOT shoot you over or through this wall it is a 100% defensive wall right there.

Plaguing arrow?


39
Mysqtical (Zatoishwan)
Subscriber Treechnid Hugger
* Member Since 2007-02-11
posté December 23, 2010, 20:49:49 | #6
As brightly noticed by the user above, the non ranged spells are not included.


168
Faruz (Zatoishwan)
Illuminati
Former Subscriber Royal Tofu Plucker
* * * Member Since 2008-06-10
posté December 23, 2010, 23:11:53 | #7
This is really useful info. I look forward to the Rogue buff, will make them a seriously decent class to play!


(Rogue+Cra=Win)


163
Subscriber Crocabulia Extinguisher
* * * * * Member Since 2009-11-29
posté December 23, 2010, 23:14:27 | #8

Quote (fikoko @ 23 December 2010 21:49) *
As brightly noticed by the user above, the non ranged spells are not included.

You mean the non LoS spells.

Are bombs modifiable range?


39
Mysqtical (Zatoishwan)
Subscriber Treechnid Hugger
* Member Since 2007-02-11
posté December 24, 2010, 00:44:40 | #9
QUOTE
Are bombs modifiable range?

if you mean bombs having range - yes. The higher the level the more ranged placing of bombs.
a lot of high leveled rogue's seem to go for this so they can create walls and detonate bombs much more efficiently.
the kick spells effectiveness wears out after level 30


while my girlfriend and me were playing dofus she started telling me that she couldn't hit through my fire wall laid out by bombs.
I double checked and it was right, she couldn't use her strong intelligence spells to hit through my wall. even though I was standing diagonal to her and no bomb was blocking this. The firewall is like a solid wall. And only spells like that plaque arrow can apparently hit a rogue through it..



Subscriber Soft Oak Skinner
* * * * * Member Since 2006-08-07
posté December 24, 2010, 01:04:30 | #10
No, "modifiable range" means that the range of a spell can be increased with +range equipment and buffs (and decreased by -range debuffs). Some spells (Bluff, for example, and most spells with a range of 1) can't have their range affected by +range or -range.

And, according to the Wiki, the answer is "no". Bomb placement (for any of the three bombs) is not affected by range modifiers.


Former Subscriber Kami Snowfoux Kuddler
* * * * * Member Since 2009-03-26
posté December 24, 2010, 15:43:58 | #11
weird a feca friend of mine can hit though the wall with natural attack.


39
Mysqtical (Zatoishwan)
Subscriber Treechnid Hugger
* Member Since 2007-02-11
posté December 24, 2010, 21:08:00 | #12
maybe its a glitch then? I'm not sure but my girlfriend was 100% sure she couldn't hit through it.


Former Subscriber Kami Snowfoux Kuddler
* * * * * Member Since 2009-03-26
posté December 25, 2010, 03:37:45 | #13
It seems that most people can hit through them however I noticed that it's not possibble with some spells likewith leek pie so it must be a glitch.


Subscriber Thrower of Barbrossa
* * Member Since 2008-09-09
posté December 28, 2010, 07:18:59 | #14
Oy, so much wrong with this.

One, there's a total lack of other spells to consider, leek pie and release naming the two most important.

Two, the wall isn't impenetrable, it acts as a glyph/trap combo. It activates both on movement and on turn beginnings.

Three, Kaboom apparently increases your damage according to the description. Haven't got it yet, but that's what it says.

Four, extraction range increases up to 6 at level 5 and 7 at level 6 meaning it's range ISN'T horrible, it's just more like Xelor's Sandglass than most traditional spells.


Now I'm going to elaborate more on one, which needs to be said for all Rogues. Leek pie can be used to increase the damage via overload, I'm sure. Similar to OLD school sac buffing. Release at level 4 + Pulsar makes for ease in terms of putting your enemy in range so long as they are not against a wall. Regardless, Rogues need to put a little space between them and enemies and release helps in that endeavor.

As for walls being impregnable, I've never seen any data at all that would suggest this.


Former Subscriber Piglet Milker
* Member Since 2010-01-05
posté January 12, 2011, 09:13:12 | #15
btw, i know its a little obvious, but ice kwak sword is chance based. im lvl 44 and i drop out 140 dmg per swing it works well for me, and although this weapon is a heavy gamble, ykulf bow does 1-30 chance dmg. 5 ap, good range and a high critical hit ratio.


142
Rice-Intoxicant (Aermine)
Former Subscriber Tofu Stroker
* Member Since 2008-01-22
posté January 14, 2011, 22:31:11 | #16
I want to add a bit to my thoughts on the rogue builds, please pick away at what is wrong with what i said if you think so cause i want to become better at it.
(the 3 lines below are disregarding the bomb)
Int rogue = short mid range(not sure how else to describe it since the spells are okay range but not range modified), higher damage, single hitter
Agi rogue = small aoe ,long range to me, since their spells are range modified and the diagonal range can be about as far as a blop can reach with blyph
Chance rogue = short range aoe

Also on Detonator, I think is fine at 3, it has 1-5 range at 3 which is the level 5 bomb's range.. I would say increase it to 5 if you plan to throw/kick a bomb away and abandon it before blowing it up, but the bomb's dont have the hp to do that -since getting that much +vit gear and still maintaining your element isnt too easy- and most monsters take away range either.. but it is range modified -- by the way, bombs hp is "Your vitality divided by 5 +10"

Also on countdown.. I still leveled it, but it is really hard to use since it will blow up at the start of your 2nd turn that it had it on. So say you used the bomb and countdown, end your turn, its your turn again now, do your stuff, end your turn, when you start this turn it blows up and you can do whatever again-- is disappointingly hard to have a monster near the bomb when it explodes without being near it or the monster popping it. Make it work for when i try blitzkrieg and am fighting blops (being agi rogue)

In my experience so far with my rogue, leveling non damage spells to 3, give or take a level, is better then getting them to 5 till you get to a higher level

I dont recall seeing the "Roguery" spell either, which i personally think is a really good spell. At level 5 it has a 0-5 teleport range, not range modified, requires a LoS and free cell to be on with a 6 turn cool down, but when trying to run away from being trapped in monsters, its quite useful because the monsters wont figure out which one is you 100% of the time
The class spell "boombot" is useful.. mostly for moving people around rather then messing with bombs imo though

Another thing is, the idea on how to use an agi rogue I dont think are best (from my current level 1-72ish leveling experience). You should use your agility to your advantage when fighting enemies, you can usually lock monsters you solo on, and cant take away an MP unless you have a lot of wisdom. Before you get boomerang daggers, you will most likely be killing monsters with low enough damage output, mushd for me, you can link your bombs together and make sure the enemies get hit. After you get Boomerang daggers you wont need to be near the monsters unless you want to aoe them with exploding your Bomnado. When you get Carbine, you wont normally be anywhere close enough to use Bomnado on enemies, unless you are in a group, let alone the damage difference.

To sum my thoughts up are, once you get your attack spells you wont be close to enemies, I suggest considering getting some +mp items

Thoughts? -this is probably my longest post on these forums ever-


This post has been edited by YoshisPowerTwo - January 14, 2011, 22:36:50.
Reason for edit : Had repeating information.
80
Gring (Aermine)
Newbee's
Subscriber * Member Since 2011-01-15
posté January 15, 2011, 12:32:17 | #17
Thanks for all these informations, now I can really think about what rogue I will do


Vice-President of Smack Talk Mufafah Rider
* * Member Since 2010-05-10
posté January 16, 2011, 09:51:07 | #18
I have a very simple question for you. I have a level 20 rogue and i am very disappointed by her so far. Is it worth leveling and buying gear for her below level 100 or are rogues really useless until they reach high levels? I also heard they can't run solo. :t

Thanks in advance :3


142
Rice-Intoxicant (Aermine)
Former Subscriber Tofu Stroker
* Member Since 2008-01-22
posté January 16, 2011, 10:26:24 | #19
I do believe the bombs are very weak, and their first attack spell is farely weak, normally 2nd attack spell is decent.
but what do you mean by they can't run solo xD?
if you mean like leveling self, I cant say for chance or intel rogues but my agi rogue solo's way better then this guy did. Example is he can solo many kaniger easily without getting hit.


Former Subscriber Piglet Milker
* Member Since 2010-01-05
posté January 21, 2011, 23:11:18 | #20
i have a chance build, and i love it. i have akwadala set. im lvl 57 and i have many of the weapon spell scrolls as well as spells like release, the class spell, and summoning of chauferfu. i do have to say, i destroy opponets in close combat with this build. heavy dmg up close, and ive leveled my skills in such a way that i can fight from long range if need be. kickback to knock my foes into my deception range and then take a step back and throwing a water bomb for 40-65 dmg is fun (btw deception for me hits for about 95-110). plus the ap drain is nice. my only regret is that the ap reduction isnt guranteed or at least removes more ap. because cra have that ice arrow that can eat up to 2 ap and they can cast that twice . only thing about being a rogue ive found is that we suck at pvp...especially vs cra...God i hate cra's bat's eye. it ruins about 1/3 of the spells rogue have. but another plus ive found is that crit hit rates on many rogue spells are quite high. and in addition to that, the bomb placing spells CANNOT critical fail. they are a guranteed cast.


Quote (CloudyMind @ 16 January 2011 09:51) *
I have a very simple question for you. I have a level 20 rogue and i am very disappointed by her so far. Is it worth leveling and buying gear for her below level 100 or are rogues really useless until they reach high levels? I also heard they can't run solo. :t

Thanks in advance :3

 btw, all i do is solo. i fight fungi master mobs as well as kani mobs. people are usually very surprised to see that a close combat/ ranged build integrated works so well as a rogue. im lvl 58 from all my soloing efforts too btw


F2P Member Piglet Milker
* Member Since 2010-11-21
posté January 31, 2011, 04:40:54 | #21
One more con for chance increases permanent damage taken


Former Subscriber Arachnophobe
* Member Since 2009-10-13
posté February 07, 2011, 11:06:18 | #22
Thanks for posting this, fikoko! Thanks also to everyone else who contributed!

My question is, are you sure it's a good idea to level the rogue above level 30 already? If the rogue is only available on preview, as it is at this point, isn't the risk that it will be changed by Ankama greater than for most of the older classes?


Subscriber Arachnophobe
* Member Since 2011-01-14
posté February 12, 2011, 06:03:53 | #23
I am really hoping they change it, and any changes is fine for me xD i had wanted to make a rogue before i knew about the spells and i want to keep him after so :] yay lol


70
Atropo (Zatoishwan)
Avarice
Subscriber Arachnophobe
* Member Since 2011-03-22
posté April 05, 2011, 16:09:34 | #24
Nice Guide now with the new update i think i might make a rogue


67
Vivaloco (Oto-Mustam)
Ctrl Alt Del
Subscriber Arachnophobe
* Member Since 2011-03-18
posté April 08, 2011, 15:21:46 | #25
You should put the names of spells in front of the spellinfos

Sometimes I have no idea what spell you're talking about lol.


Subscriber Touchparak Smasher
* * * * Member Since 2009-05-26
posté April 09, 2011, 03:37:34 | #26

Quote (Smallminded @ 08 April 2011 15:21) *
You should put the names of spells in front of the spellinfos

Sometimes I have no idea what spell you're talking about lol.
*cough* dofuswiki *cough*


anyways, i've been playing my rogue and i'm a big fan, i'm only level 15 but i find that they are really fun tactic wise. my favorite method of killing things is to set up grenados in slightly hidden positions so that they can't be attacked from all sides then magnet and kick enemies into walls. i don't even get hit despite being at such close range!


F2P Member Member Since 2011-06-06
posté June 06, 2011, 12:39:27 | #27
int rogue with maxed pulsar is pretty good, the only thing that kinda gets on my nerve is the mp reduction and its horrible range


Former Subscriber Larva
* Member Since 2011-08-20
posté August 23, 2011, 14:52:02 | #28

Quote (razor224 @ 06 June 2011 12:39) *
int rogue with maxed pulsar is pretty good, the only thing that kinda gets on my nerve is the mp reduction and its horrible range
Hmm I can see what you're saying about Pulsar! But there is a nice simple way around it, should you get locked as int, Explobomb lvl 5 for the 5 range, lvl 5 dirty trick and switch positions so the bomb is now next to the enemy then BAM! you're 5 range away and you've still got 3mp to properly set up your range for next turn, and hell with 7ap on the same turn as bomb dirty trick you can blow it up with lvl 3 detonator, next turn, super damage pulsar it's a simple and effective strategy i'd say.


Subscriber Arachnophobe
* Member Since 2007-06-17
posté April 11, 2012, 02:24:37 | #29
This thread needs updating


Subscriber Arachnophobe
* Member Since 2012-04-13
posté May 08, 2012, 17:09:32 | #30
plz update this thread  


199
Peeta (Dark Vlad)
wervelwind
Former Subscriber Lord Crow Flatterer
* * * * Member Since 2011-02-27
posté May 26, 2012, 23:10:36 | #31

Quote (CloudyMind @ 16 January 2011 09:51) *
I have a very simple question for you. I have a level 20 rogue and i am very disappointed by her so far. Is it worth leveling and buying gear for her below level 100 or are rogues really useless until they reach high levels? I also heard they can't run solo. :t

Thanks in advance :3
I've made a rogue (agii) and he's lvl 26 atm. he can hit over 100 dmg with a wall.. thats more than 50% of a dopple lvl 20
Edit: lvl 36 around 400dmg with a wall if the bombs are max


This post has been edited by Cute-Fire - May 27, 2012, 15:37:20.
154
Shelby (Solar)
Undisputed
Subscriber Dreggon Breaker
* * Member Since 2012-05-14
posté June 13, 2012, 19:50:39 | #32
I have a question about equipment and I don't want to create new topic about it so I guess asking here is a good shot

I would like to ask what equipment would you suggest for int/agi rogue on lv 71?
Was thinking about cherry blop + koalak parts (since I have koalak ring with +80 vit). Would that be a good choice? Or perhaps Turko set for extra mp? Or perhaps there is something better out there (I'm still not that much familiar with sets since I'm still kinda new to the game)


Subscriber Piglet Milker
* Member Since 2011-06-17
posté July 05, 2012, 12:47:31 | #33
I will be a agi rogue... What spell should i have lv 5 or 4 in lv 62? :s


154
Shelby (Solar)
Undisputed
Subscriber Dreggon Breaker
* * Member Since 2012-05-14
posté July 05, 2012, 16:38:52 | #34
My suggestion would be:

Grenado lv5
Boombot lv5
Remission lv5
Detonation, Magnet, Dirty Trick, kickback, powder lv3 (you get a lot of options. You may also leave kickback or magnet untouched if you can get some +range stuff or buffs. Magnet is still a priority over Kickback though)
Roguery lv2 (at least, to allow you to teleport behind bomb wall, oponents when you get cornered, one cell covers, etc.)


Carbine/Boomerang - it's up to you. Personally I would suggest Carbine over boomerang

Last breath (which is one of my favourite) may also be worth of leveling if you are fighting in group or you wish to get more damage from your bombs (especially as a fight finisher)


Subscriber Piglet Milker
* Member Since 2011-06-17
posté July 05, 2012, 21:00:39 | #35
Carbine lv 5?
And should i have 8pa?


181
Former Subscriber Grossewer Rat Washer
* * Member Since 2011-10-21
posté July 05, 2012, 21:11:24 | #36
Carbine is better to level at low level since you can attack twice with it and it's harder to get 10ap on your level.


154
Shelby (Solar)
Undisputed
Subscriber Dreggon Breaker
* * Member Since 2012-05-14
posté July 05, 2012, 22:39:46 | #37
Having 8AP would do the best. But even with 7AP you are able to use Carbine and Grenado/Trick/Roguery so it could do (for PvM at least)


Subscriber Arachnophobe
* Member Since 2012-04-20
posté February 21, 2013, 22:37:34 | #38

Quote (formulamonster @ 23 December 2010 20:48) *

Quote (fikoko @ 23 December 2010 20:47) *
Important: people can NOT shoot you over or through this wall it is a 100% defensive wall right there.

Plaguing arrow?



can't people also stand diagonal to you and hit you


154
Shelby (Solar)
Undisputed
Subscriber Dreggon Breaker
* * Member Since 2012-05-14
posté February 21, 2013, 22:42:56 | #39
Whatever the question was, he probably know the anwser already you know


This post has been edited by NystagmusH - February 21, 2013, 23:05:39.
114
Lycal (Rosal)
Subscriber Gobball Breeder
* Member Since 2013-07-03
posté July 04, 2013, 12:05:58 | #40
Please update this guide I would very much appreciate it  


Former Subscriber Arachnophobe
* Member Since 2013-08-06
posté July 28, 2014, 23:16:43 | #41
Bump! Would be really usefull if the guide is updated, I really want to play rouge since he is extremly strong but only if you know how to play it and I want to learn. Please someone update build