Rogue / Mage

Rogue / Mage -- The Telekinetic
==Main Way of Playing==
The Rogue / Mage has a melee DPS role that utilizes projectile damage from rapid auto-attacks. Aesthetically, the Telekinetic acts like a duelist utilizing "mind daggers" to constantly assault their enemies. Key attributes for this class are Dexterity and Stamina; more specifically, high Physical Attack to repeatedly trigger important skills.
Key abilities include Throw, Agility, Combo Throw, Evasion and Fervent Attack.
== Equipment Available ==
== Rogue General ==
Icon	Skill Name 	Level	Cost 	Cast Time	Cooldown 	Range	Skill Effect 	Upgrade
 	Shadowstab 	1 	20 energy 	Instant 	 	50 	Causes 70.0% main hand weapon DPS + 0.20 x Dexterity physical damage with an additional Bleed effect. For 10.0 seconds Bleed causes 5.0 damage every 2 seconds. (Extra effect is only produced only if the main hand is wielding a dagger.)	+4.9% and +2.5 per level
 	Throw 	4 	1 projectile	Instant 	4 seconds 	 	Throws a hidden weapon at the target, causing 50.0% main hand weapon DPS plus 1.00 times Projectile Damage. 	+3.5% per level
 	Blind Stab 	8 	20 energy 	Instant 	10 seconds	50 	Inflicts 20.0 + 0.20 x Dexterity physical damage with an additional Blind effect for 15.0 seconds. (Must be in front of the target to use skill.) 	+4.0 per level
 	Projectile Training	12 	 	 	 	 	Can equip projectiles. 	
 	Off Hand Training 	16 	 	 	 	 	1-H weapons can be held in off hand. (Class-related limitations still apply.) 	
 	Agility 	20 	 	 	 	 	Permanently increases dodge rate by 2.0%. 	+0.1% per level
 	Nimble Hands 	24 	 	 	 	 	Increases attack speed by 2.0%. 	+0.1% per level
 	Shadow Step 	28 	20 energy 	Insant 	20 seconds	100 	Instantly move behind the target. 	
== Rogue Class-specific ==
+0
+100 or max
constant
version 6.0.6.2689
Icon	Skill Name 	Level	Cost 	Cast Time	Cooldown 	Range	Skill Effect 	Upgrade
 	Assassins Rage 	1 	- 	Instant 	5 minutes 	Self 	For 15.0 seconds, the chance to deal critical hits is raised by 1500.0, and during that time critical damage is enhanced as well.
Critical Physical Hit Rate: 1500 (vs a 100 lvl => 22,5% of critical hit chance)
Enchanted Critical Damage: +??.? % 	-
 	Low Blow 	2 	30 energy 	Instant 	 	50 	Inflicts 100.0% main hand weapon DPS + 0.30 x Dexterity physical damage, and if the target already suffers a Bleed effect, it can cause an additional Grievous Wound for 10.0 seconds. 	+7.0% per level
 	Wound Attack 	6 	35 energy 	Instant 	6 seconds 	50 	Causes 105.0% main hand weapon DPS + 0.30 x Dexterity physical damage. For each Bleeding or Grievous Wound caused by the Rogue skills (cast by you), Wound Attack can cause additional damage. 	+6.3% per level
 	Dagger Mastery 	10 	 	 	 	 	Increases dagger damage by 10.0%. 	+1.2% per level
 	Blind Spot 	14 	25 energy 	Instant 	6 seconds 	50 	Attacks target from behind, causing 150.0% main hand weapon DPS + 0.30 x Dexterity physical damage and adds a bleeding that deals 5.0 damage every 2 seconds for 6.0 seconds. (Must hold a dagger and be behind the target.) 	+9.0% and +2.5 per level
 	Numbing Dagger 	16 	1 projectile 	1 second 	 	150 	Throws a poisoned dagger that can numb the target for 10.0 seconds. Can only be used on Humanoids and living creatures. (Requires you to be Poisonous; consumes 1 projectile, the numbed target awakens when attacked; only one target at a time can be kept under control.)
(For players this effect lasts for 3.0 seconds.)	+0.4 per level
 	Poison (+) 	16 	1 poison bottle	1 second 	- 	- 	For 900.0 seconds normal attacks have a 50% chance to add Poisoned effects and the target's damage is lowered by 2%. (Can be stacked 4 times, until a maximum of 8%) 	-
 	Hide 	18 	 	Instant 	 	 	You go into hiding to avoid discovery by the enemy. Your movement speed is reduced by 50.0%. 	-0.6% per level
 	Premeditation 	18 	20 energy 	Instant 	 	 	Makes your next attack a critical attack, and the power of the critical attack is increased by 40.0%. (Cannot be used in combat.) 	
 	Sneak Attack 	22 	30 energy 	Instant 	 	50 	By attacking the target from behind, Sneak Attack causes 130.0% main hand weapon DPS + 0.30 x Dexterity physical damage with an additional 3.0-second Stun and 6.0-second Bleed effect. (Cannot be used when already in combat. Can only be used when behind the target. Requires dagger to cause Bleed effect.)	+7.8% per level
 	Treasure Hunter 	26 	 	 	 	 	Increases your and your party's chances of finding items by 5.0%. 	+0.3% per level
 	Vanish 	30 	 	Instant 	10 minutes	 	Vanish from sight for 20.0 seconds, removing all aggro and leaving combat. 	
 	Off Hand Mastery	32 	 	 	 	 	Increases off hand damage by 4.0% and accuracy by 4.0%. 	+0.3% and +0.3% per level
 	Sprint 	34 	 	Instant 	5 minutes 	100 	Increases movement speed by 10.0% for 30 seconds. 	+0.6% per level
 	Evasion 	36 	 	Instant 	2 minutes 	 	Increases dodge rate by 10.0% for 10.0 seconds. 	+0.5% and +0.2 per level
 	Combo Throw 	38 	1 projectile 	Instant 	4 seconds 	 	Throws 2 hidden weapons. Each weapon causes 50.0% main hand weapon DPS plus 1.00 times Projectile Damage. 	+7.0% per level
 	Shadow Prison 	40 	50 energy 	Instant 	 	180 	Binds the enemy's shadow. The target cannot move or use skills for 5.0 seconds. 	
 	Informer 	42 	 	Instant 	5 minutes 	 	Increases party members' chance to deal critical hits by 30.0 for 60.0 seconds. 	+5.4 per level
 	Fervent Attack 	44 	 	Instant 	5 minutes 	 	For 30.0 seconds, Physical Attack Speed is increased by 5.0% and Physical Defense is decreased by 5.0%. 	+0.3% and +0.3% per level
== Mage General ==
Icon	Skill Name 	Level	Cost 	Cast Time	Cooldown 	Range	Skill Effect 	Upgrade
 	Fireball 	4 	30 MP 	Instant 	6 seconds 	225 	Casts a fireball, causing 70.0 + 0.30 x INT Fire Damage. 	+28.0 per level
 	Lightning 	8 	20 MP 	Instant 	20 seconds	150 	A lightning strike inflicts 35.8 + 0.10 x INT Wind Damage, rooting the target for 3.0 seconds.
(For players this effect lasts for 3.0 seconds.)	+6.95 and +0.12 (+0.09) per level
 	Wisdom 	12 	 	 	 	 	Increases Intelligence by (current Intelligence + 11.0) x 1.0% + 11.0.	+0.99 and +0.9% per level
 	Intensification	16 	10 MP 	Instant 	2 minutes 	 	For 20.0 seconds, Magical Damage is increased by 100.0. 	+45.0 per level
 	Silence 	20 	50 MP 	Instant 	24 seconds	150 	Silences the target for 4.0 seconds.
(For players this effect lasts for 2.0 seconds.)	+0.12 (+0.06) per level
 	Fire Ward 	24 	120 MP	Instant 	 	 	Increase the party's Fire resistance by 10.0 points for 10 minutes. 	+2.0 per level
== Rogue / Mage ==
 
Icon	Skill Name 	Level	Cost 	Cast Time	Cooldown 	Range	Skill Effect 	Upgrade
 	Enchanted Throw 	15 	25 MP 	Instant 	 	 	Enchants your projectile weapons so that every normal attack will carry additional Throw damage.
(Launching during an attack will consume one projectile weapon.) 	
 	Enlivened Blade 	20 	20 energy, 1 projectile	Instant 	12 seconds	200 	Launches an enchanted projectile at the specified area and causes 50.0% main hand weapon DPS + 1.00 x Projectile Damage physical damage to a maximum of 5 enemies in the area. If the attack causes damage to more than 3 enemies, then the skill's cooldown time is reduced by half.
(Consumes one projectile weapon.)	+3.5% and +0.07 per level
 	Evil Intent 	25 	 	 	 	 	Enables you to use Premeditation in a battle, but it will have a 90 second cooldown time. 	
 	Day of Rain 	30 	2 projectiles 	Instant 	25 seconds	 	Launches a projectile at all surrounding enemies and causes 100.0% main hand weapon DPS + 1.00 x Projectile Damage physical damage. Every time Throw is used, the skill's cooldown time can be reduced by 1 second. If Enchanted Throw is used in conjunction, then it only has a 50% hit rate.
(Consumes 2 projectiles.)	+7.0% and +0.07 per level
 	Vengeance Sting 	35 	 	 	 	100 	If you are attacked while Enchanted Throw is in effect, this will inflict 50.0% main hand weapon DPS + 1.00 x Projectile Damage physical damage to your attacker. You will also receive a Retaliation Resistance effect which reduces received Physical Damage and Magical Damage by 10.0%. Lasts 4.0 seconds.	
 	Life Rope Throw 	40 	 	 	 	 	Reduces the interval time of Combo Throw to 0.5 seconds and increases the number of throws to 4.(Consumes one projectile weapon each time.) 	
 	Create Opportunity 	45 	 	Instant 	2 Minutes 	 	Increases Critical Physical Hit Rate by 20.0 points for 15.0 seconds and has a chance of Stunning your target for 4.0 seconds. 	+3.6 per level
 	Disabling Blade 	50 	 	 	 	 	Renders enemies that are being attacked by Enlivened Blade and Day of Rain unable to carry out physical attacks and use physical skills, and slows their Movement Speed by 30% for a period of time. Lasts for 3.0 seconds. 	
 	Instant Shadow 	60 	 	Instant 	 	 	This effect can be triggered after you do a dodge maneuver. It quickly conceals you. 	
 	Illusion Blade Dance	70 	 	Instant 	2 Minutes 	 	After this cast, you enter a Illusion Blade Dance state that lasts for 30 seconds. It will also cause 100% projectile DPS + 1.00 x Projectile Damage physical damage to surrounding enemies every 2 seconds. While in effect, it also increases Physical Attack Speed by 2% and critical damage by 5%. (Consumes 10 projectiles.)
The maximum level of this skill is 50.	+7.0% projectile DPS +.07 Projectile Damage +.4% Attack Speed +.9% Critical Damage
==Tips and Tactics==
* While projectiles are the cornerstone of this class, it doesn't have to be the only means of dealing damage. Shadowstab, Low Blow, and Wound Attack are still strong sources of dealing damage, as is Fireball.
* Throw and Combo Throw may be ranged abilities, but Rogue / Mage still functions as a melee class over a ranged one.
* Switching to a Mage / Rogue gives the player the option to be a magical DPS class using strong Dark abilities.
==Notes==
===Old Version:The Trap Master=== 
==== Preface ====
 This form of Rogue is more of 'witch hunter' type class which excels against squishy Mage types, but in capable hands can take down most classes with ease. Out of all the rogue hybrids this is the one that relies on sneak attacks and creating advantages to win. If you can get your technique down and get the jump on a unit or player- you'll likely win. This class is a bit tricky and you've got to know when to get in and out of the fight.
Pros: 
**-Lots of burst damage and DoTs which create amazing overall damage.
**-Plenty of crowd control techniques. Silence, Lightning, Numbing Dagger, Paralyze Trap, Shadow Prison, and under certain situations Surprise Attack and Magic Breaker's stun.
**-Also has additional neutralizing skills. Blind Stab(for melee), Poison Flame(for casters), and(for both) Poisoned Weapons.
**-Two different kinds of resources; energy and mana, enabling an almost constant flow of attacks.
**-Fun play style, especially in PvP servers.
**-Some of the best synergy with passives in the game. Wisdom, Nimble Hands, and Agility.
**-A Mage that can Hide, Vanish.
Cons:
**-Not good with early PvP. Fun/good skills come later.
**-Wears leather at best- so a little squishy.
**-Seems likes there A LOT of Rogues- at least on the PvP servers.
**-No heals.
**-Not many buffs.
**-Most classes don't rely on ALL their skills to be effective, R/Ms do, making skill leveling choice a bit harder than most.
**-Need to really get a control over the position of your target and the angle your character is facing. Which can be tough at times.
Other Notes of Interest:
**-Has party uses. Treasure Hunter(Loot+ Aura- passive), Informer(+Crit Party Buff), and Fire Ward(-Fire Dmg Party Buff).
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==== Play Style/Tips ====
Like I've said, this class combo has a opportunist like play style- even one of it's elite skills is named, 'Create Opportunity'. As a rogue mage you have several preparation skills to get the jump on someone. All you need prebuffed is Poison. There are some basic strategies to properly engage an enemy and be fully efficient in combat. its always good to have some tricks up your sleeve, especially with this class. These are basically the same ways I engage everything- successfully.
Classic Rogue (Enhanced)
You stalk your prey until he is within sight but does not notice you. You use Intensification(increase next spell damage), and Premeditation(next attack is a critical.). AFTER you use these skills, Hide. Stalk your prey (fast because of the short duration of buffs) and use Surprise Attack, fireball, and lightning simultaneously. While they are momentarily CC'd, lay your traps and apply an extra CC depending on what your facing. (Obviously Blind Stab against melee and Poison Flame verse casters.) If you feel you can kill them now, lay down your DPS with your rogue skills, using CDs only when neccessary, staying withing melee range and they should be dead soon. If things get tough- get out using either Vanish or Numbing Dagger and start your strategy over- trying to engage them with the best situation. Eventually you should be able to harass them to death. Make sure they don't recover from the damage you've done. Use Cooldowns, Magic Breaker, and Shadowstep accordingly. The traps come back rather quickly so once you engage someone don't let them get a moment's peace. Between Shadow Prison and Silence you should have another way to CC your opponent.
Rogue Mage Lure
Another way to engage a target is one mostly done verse the simple to predict Mobs. You kite an enemy as much as you can till you are ready to fight head on- or can no longer kite them. When you don't feel taking much damage you can use this method. It's a bit easier but not as effective. Use the same Intensification/Premeditation combo. Set all your traps at your feet and use fireball- start running in a linear method backwards. Most targets move straight- let them. Once they hit your traps root them with lightning and you probably got fireball almost ready. After a little bit of time get your Numbing dagger ready. Eventually you can lay traps again which you want to do immediately. Most of the damage will be done through traps and Mage spells. If you can no longer run or are caught between CDs (no vanish, SP, or some other situation) than hopefully you've weakened them enough to make quick work of with your Rogue Abilities (don't forget about relaying your traps, using fireball, and all your abilities when the situation comes up.)
====Old Elite Skills====
*Traps have a duration of 2 mins and only the caster and the party members can see them.
Rogue / Mages focus on deploying magical traps that Poison (Poisonous Trap), explode (Explosion Trap), or Root (Paralysing Trap), get a ranged dispel (Magic Breaker), and a damage over time that reduces casting speed (Poison Flame). Note that you can only have one of each trap active at a time.
Icon	Skill Name 	Level 	Cost 	Cast Time	Cooldown 	Range	Skill Effect 	Upgrade
 	Poison Trap 	15 	30 MP 	Instant 	10 seconds	 	Places a trap that Poisons anyone who triggers it causing 20.0...420.0 points of damage every 2 seconds for 10.0 seconds.
(The same kind of trap can only be used one at a time.)
(Damage caused by Poison Trap will be adjusted according to your Physical Attack Power.)	+4 points of damage every 2 seconds
 	Booby Trap 	20 	40 MP, 3% MP	Instant 	10 seconds	 	Places a trap that explodes when someone triggers it causing 50...290.0 points of explosion damage.
(The same kind of trap can only be used one at a time.)
(Damage caused by Booby Trap will be adjusted according to your Physical Attack Power.)	+24 points of explosion damage
 	Paralyzing Trap 	25 	20 MP 	Instant 	20 seconds	 	Places a magic trap that roots anybody who triggers it for 10.0 seconds.
(Root is removed when attacked.)
(The same kind of trap can only be used one at a time.) 	
 	Magic Breaker 	30 	200 MP 	Instant 	40 seconds	150 	Removes a beneficial effect from target. 	
 	Poison Flame 	35 	40 MP, 3% MP	Instant 	12 seconds	50 	Fills the target with poisonous flames that cause 20...740 poison damage every 2 seconds and lower spell casting speed by 5...65% for 6 seconds. 
(Requires Poisonous state.) 	+ 7.2 poison damage and +0.6%
 	Enhanced Paralysis	40 	 	 	 	 	All targets affected by your Paralyzing Trap stay Paralyzed (stuned) even when attacked. But the effect doesn't last long. 	
 	Create Opportunity	45 	 	Instant 	2 Minutes 	 	Increases Critical Physical Hit Rate by 20.0...380 points for 15.0 seconds and has a chance of Stunning your target for 4.0 seconds. 	+3.6 per level
 	Protective Aura 	50 	 	Instant 	 	 	When your HP has dropped to 30%, physical and magical damage taken will be decreased by 5...30%. However, your physical attack strength will decrease by 5...30% for 10 seconds.	
 	Trap Mastery 	50 (changed)	50 MP, 5% MP	Instant 	60 seconds	 	You will possess the power of a great master allowing you to put one Poison Trap, one Booby Trap and one Paralyzing Trap around you in a split second.
(Using this skill will disarm all your current active traps.)
(After this skill has been used you must wait at least 15.0 seconds before laying new traps.)	
Category:Class Combo
Category:Rogue
Category:Physical DPS
Category:Melee
Category:SemiRange
Category:Physical Enchanted Basic Attack
Category:Physical Enchanted Damaged Reaction‎