Rogue / Champion

(Engineer)
Rogue / Champion is a difficult combination to get a handle on. This difficulty is what makes it unique; if you wish to stand out in a crowd as a rogue, consider taking champion as a secondary class. But, don't expect it to be easy.
==Main Ways of Build==
===Basic Build===
(Physical DPS - Melee / Half-Range / Half-AoE)
*Attribuetes: Dex (Main); PAttack, HP and Sta (Secondary).
*Weapon: 1x Main Dagger + 1x Secondary 1-H Hammer (Better dps as posible, above all, main hand and 1-H Hammer with Block). Rememeber Rage generation no dipends of weapon base attack speed, 6 rage per 1s (rage generation can increas with attack speed boost).
*Armour Type: Leather (Dex, PAttack, PDamage...).
*Description:
==Skills==
(to see Class Main Skills of Rogue, see Rogue Skills)
===Secondary Class Basic Skills===
== Champion General==
Icon	Skill Name	Level	Cost 	Cast Time	Cooldown 	Range 	Skill Effect 	Upgrade
 	 	1 	20 rage	Instant 	 	50 	Inflicts 65.0%..389% main hand weapon physical DPS on the target. There is also a chance it will cause Heavy Bash when it lands a hit. This reduces Physical Attack Power and Physical Defense by 2%. Lasts 12.0 seconds. Can be stacked max. 3 times. 
(This skill stat will increase based on equipment and target strength)	+3.6% per level
 	 	1 	20 rage	Instant 	8 seconds	50 	Inflicts 90.0%..612% main hand weapon physical DPS on target. Also invokes a state of Electrocution and interrupts target's spell casting. Lasts 8.0 seconds. 
(This skill stat will increase and decrease based on equipment and target strength)	+5.8% per level
 	 	4 	 	 	 	 	Hammer weapons can be equipped. 	
 	 	6 	25 rage	Instant 	6 seconds	50 	Adds a Charge Rune to your attacks. Inflicts 70.0%..385% main hand weapon DPS physical damage on targets. If the target is in an Electrocution state, this attack always lands a critical hit. 
(This skill stat will increase and decrease based on equipment and target strength)	+3.5% per level
 	 	12 	 	 	 	 	Increases Parry Rate by 75.0 points.	+11.3 per level
 	 	16 	 	 	 	 	Increases your stamina. (Current stamina + 11.0 x 1.0% +11.0) 
The maximum level of this skill is 50.	+1.0, +0.1% and +1.0 per level
 	 	20 	25 rage	Instant 	6 seconds	Cone (R: 100)	Inflicts 75.0%..417% main hand weapon physical DPS on multiple targets within a range of 100 in a fan-shaped area in front of you. Also Stuns targets for 1.0 seconds. 
If used while in a Shield Form, then there is an extra increase of aggro caused by this skill.	+3.8% per level
===Elite Skills===
== Rogue / Champion==
Icon	Skill Name 	Level	Cost 	Cast Time	Cooldown 	Range	Skill Effect 	Upgrade
 	Confusion Mechanism 	15 	20 rage 	Instant 	60 seconds	180 	Creates a Confusion Mechanism near the target. This mechanism forces the target to attack it and reduces the target's Physical Defense by 5.0%..17.5% and Magical Defense by 5.0%..17.5% in the process. Confusion Mechanism exists for 3 seconds. 
The maximum level of this skill is 50.	
 	Foot Mechanism 	20 	20 rage 	Instant 	30 seconds	 	Creates a Foot Mechanism under the caster's feet. When a party member hits the mechanism, it will increase Movement Speed by 20.% for 8.0 seconds. This mechanism will affect a maximum of 6 party members or last for 30 seconds then disappear. 
(Only one mechanism can exist at a time.)	
 	Stepping Mechanism 	25 	25 energy	Instant 	20 seconds	 	Creates a Stepping Mechanism under the caster's feet. When a target passes through the mechanism, it will activate and create a Slow area which reduces the Movement Speed of most targets in the area by 10.0%. This mechanism lasts for 10 seconds.	
 	Silent Rune Bomb 	30 	20 rage 	Instant 	15 seconds	200 	Drops a Silent Rune Bomb that inflicts 80.0%..510.0% main hand weapon Non-Elemental Damage DPS on most targets in the area. Also carries a Silenced effect for 4.0..12.0 seconds. 	+0.1 seconds Silenced
 	Pulse Rune Bomb 	35 	25 rage 	Instant 	30 seconds	200 	Drops a Pulse Rune Bomb that inflicts 80.0%..510.0% main hand weapon Non-Elemental Damage DPS on most targets in the area. Also carries a Stunned effect for 5.0 seconds. 	
 	Mechanism Activation Spike	40 	 	 	 	 	Each time an elite skill is used, your next normal attack will cause extra damage. Lasts for 5.0 seconds. 	
 	Burying Mechanism 	45 	20 energy	Instant 	40 seconds	 	Creates a Burying Mechanism under the caster's feet. When a target passes through the mechanism, it activates and increases the damage received by the target by 10.0%. It also reduces the target's Critical Physical Resistance and Critical Magical Resistance by 100.0 for 6.0 seconds. This mechanism lasts for 25 seconds. 
(Only one mechanism can exist at a time.)	
 	Nerve Gear 	50 	 	 	 	 	Every time an elite skill is used, it increases Physical Attack Speed by 5.0% and Dodge Rate by 2.0% for 5.0 seconds. Can be stacked 5 times. 	
 	Guidance Feedback 	60 	 	 	 	 	Each time a mechanism is triggered it reduces the cooldown time of all mechanism skills by 5 seconds. 	
 	Electrocution Mechanism 	70 	35 Rage 	 	40 seconds	 	Creates a mechanism at the caster's location that continuously releases electrical shocks to enemies within a range of 60 at a maximum of three targets per second. The electrical shocks inflict 500% main hand weapon DPS for 20 seconds. 
(This skill stat will increase and decrease based on equipment and target strength)
(Affected targets will be in a state of Electrocution)	
==Combos==
(to see Basic Combos of class, see at Rogue) 
==Notes==
Rogue/champion is generally looked down upon by the community, almost as much as rogue/priest. It's gimmicky, its early elite skills offer next to nothing in terms of improving leveling or general PvE, it's "useful" elite skills are on a tremendous cooldown that isn't "fixed" until level 60, and gaining hammers for a class that really likes its daggers is almost insulting, considering this combo does nothing to make dual-wielding hammers viable. Of course, rogue/champion has some uses, but those uses are generally hidden underneath the rather "ugly" surface.
The standard skills of Shadowstab, Low Blow, and Wound Attack are leveled up, as should Agility given how the extra dodge compliments Nerve Gear (culminating into a total of +17% dodge at level 50 during combat). Champion gives us Runecraft - Solidify as a skill to level up for the extra stamina, which is great for general survival. At higher levels, champion also gives us Energy Influx Strike to make the most of Electrocution Mechanism.
As for the mechanisms, we begin to see a problem with them already at level 15. Confusion Mechanism taunts targets, which is great for soloing, but less so when running in a group where the tank is trying to distract mobs and bosses. Foot Mechanism can only benefit other players if they're following you in a line, and step over it themselves. The same can be said for Stepping Mechanism and Burying Mechanism, only instead of other players, it's dependent on mob pathing to do anything, which is egregious as a game mechanic. Four of the combo's elite skills are tricky to use, and in most (but not all) situations do very little to help out the group in both PvE and PvP, especially compared to other rogues.
Guidance Feedback, in theory, makes it worthwhile to use mechanisms, since each one triggered reduces the cooldown on all of them by 5 seconds. So, naturally, the four other mechanisms would reduce Electrocution Mechanism from a 40 second cooldown to 20 seconds, which is fantastic given Electrocution Mechanism's 20 second duration. But, this is not what happens. Burying and Stepping Mechanisms eat 45 energy, which makes Shadowstab->Low Blow->Wound Attack almost impossible to use. Meanwhile, Confusion and Foot Mechanisms consume 40 rage, which is rough to build up with a warrior-like Enrage skill at the start of a fight, especially after needing another 35 rage to use Electrocution Mechanism in the first place, with another 25 rage to use Energy Influx Strike afterwards. To put it simply, an entire bar of rage is needed to use Electrocution Mechanism->Energy Influx Strike->Confusion Mechanism->Foot Mechanism. Even then, Confusion's massive 60 second (standard) cooldown prevents any kind of feasible rotation from appearing to pull this off consistently. This makes the combo clunky, the mechanisms using resources to do very little in comparison to other classes, and overall it's just a mess.
Silent Rune Bomb and Pulse Rune Bomb are nice skills in general, dealing large amounts of damage with useful silence and stun effects, but their cooldown is unaffected by Guidance Feedback, and they each use 20 and 25 rage, respectively, which makes them difficult to use with Electrocution Mechanism and Energy Influx Strike against large groups of enemies. That's what makes this combo such a headache. There is so much that it could be doing, but its core gameplay design isn't allowing it to happen.
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Category:Class Combo
Category:Rogue
Category:Physical DPS
Category:Melee
Category:Mechanism Summoner