Most Rogue Elite Skills focus on increasing damage output but are fairly eclectic in terms of actual utility.
Rogue / Champion -- Artificer[ | ]
Rogue / Druid -- Poisoner[ | ]
A mix able to do average Area of Effect damage, but most notable in how it provides self-buffs and healing. Hysteric Vengeance increasing the player's attack rate whenever they are hit every 20 seconds, and Poisonous Antibodies is a helpful spell in Player versus Player environments for preventing constant poisoning. Killin' Time is ridiculous in increasing critical chance and critical damage, providing a massive boost to damage. Slaughter Blessing provides some healing to allies, as well as an increase to damage. Shadow Smash causes Poison Shroud to unleash more damage, and then a sudden blast of Dark damage after it ends. Quick Light Protection causes your stealth ability Blind Spot to cost less and restore health to anyone in your party with the lowest health.
+0 +100 or max constant version 6.0.6.2689
Icon | Skill Name | Level | Cost | Cast Time | Cooldown | Range | Skill Effect | Upgrade |
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Hysteric Vengeance | 15 | 50 MP | Instant | If you are hit by physical attacks in the next 900.0 seconds, your Critical Physical Hit Rate will increase by 30.0.. 570.0 for 10.0 seconds.
(After the effect has ended it cannot be triggered again for 20.0 seconds.) |
+5.4 per level | |||
Poison Antibodies | 20 | Makes it so you cannot be affected by poison for 5 seconds after you successfully use Antidote. | ||||||
Poison Shroud (+) | 25 | 70 (+10,5Lvl) MP, 1 poison bottle | 1 second | 15 seconds | 150, Circle (R: 75) | Poison Shroud inflicts 40.0.. 1640.0 points of poison damage every 2 seconds on most targets within a range of 70 for 12.0 seconds. | +16 per level | |
Killin' Time | 30 | 45 energy | Instant | 60 seconds | Increases the critical physical hit rate of your next 4 attacks by 120.0.. 2040.0 points and critical damage by 1.0.. 17.0% for 15.0 seconds. (This effect continues until expended or time runs out.) Max. Chance vs 100 lvl: +30.60% |
+19.2 and + 0.16% per level | ||
Crippling Poison | 35 | Your Poisonous Effect will additionally reduce the target's Casting Speed and Physical Attack Speed. Per Stack: -5.0% |
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Slaughter Blessing | 40 | 25 MP | Instant | 60 seconds | Circle (R: 100) | Instantly restores (current Maximum HP x 1.0.. 9.4%) + 30.0.. 318.0 HP to you and your party members, and temporarily increases Physical Attack Power and Magical Attack Power by 5.0% for 15.0 seconds. | +0.084% and +2.88 per level | |
Shadow Smash | 45 | Extends your Poison Shroud effect by 4 seconds and inflicts Dark damage to all targets within a range of 70 after the effect ends. | ||||||
Quick Light Protection | 50 | Reduces the energy required for your Blind Spot attack by 10.0 and when you strike a target it has a chance of restoring HP to the party member with the lowest HP. Healing: 10.0% of Max. HP |
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Malicious Intent Release | 60 | Your Killin' Time will not be limited in the times it can be used, but its time limit is reduced from 15 seconds to 7 seconds. | ||||||
Erosion | 70 | Causes an additional reduction of your target's Physical Defense and Magical Defense while Poison Shroud is in effect. Also any Dexterity gives you extra additional inflicted dark damage. Extra initial true damage from Dex: + 0.20.. 4.20 x Dex |
Rogue / Knight -- Duelist[ | ]
Rogue / Knights gain a host of self buffs, increasing the damage of Disarmament (Armor Breaker), temporary immunity vs. Poison (Poison Protection), a physical damage buff (Lion's Protection), an anti-magic PVP cooldown (Holy Light Protection), and a cooldown that grants party members temporary immunity to fear (Courageous Guard).
Rogue / Mage -- Trickster[ | ]
Rogue / Mages focuses on using projectile weapons to deal damage. With skills that deal damage from a range and up close, Rogue/Mage is a formidable foe and ally in all situations. Their skills include Area of Effect and Crowd Control abilities for the most part, pulling from their Mage inspiration. In keeping with the projectile theme, even their physical attacks and hits received carry an extra projectile thrown at the target.
Rogue / Priest -- Assassin[ | ]
The Rogue / Priest combination has a varied elite skill set, giving a party-wide dodge buff (Quickness Aura), an increase in Wound Attack's chance to crit (Wound Tear), the ability to use Sneak Attack when in combat (Shadow Walker), a cooldown making the rogue immune to fear effects for a short time (Fearless), and a powerful strike with a slowing component (Kick).
Rogue / Scout -- Ninja[ | ]
Rogue / Scouts lean toward critical hits and buffs to the Scout aspect, including an increase in Shot's chance to critically hit (Deadly Shot), a silence component to Throat Attack (Slit Throat), a cooldown generating energy from successful normal attacks (Energy Thief), a self-buff increasing the chance to crit and damage done by crits (Combat Master), and a cooldown that absorbs one physical attack (Substitute).
Rogue / Warden -- Stalker[ | ]
While this mixture may feel as if not having a two-handed weapon will benefit the Warden aspect of the mix, general skills from both classes (allowing dual-wielding and main-weapon enhancing damage) make this combination quite powerful. The first Hidden Master skill benefits the Hide ability, making stealth a bit more resilient. Crazed Creed keeps the all-important critical strike chance high. Emotional Obstruction, though weakened in PvP, is nevertheless a potent skill to take down Mage- and- Priest-based classes. The second Hidden Master lets your Power of the Wood Spirit be a boon to your whole party, increasing magic and weapon damage. Wound Patch is extremely effective while in combat, as it will heal you over time while depleting a barely-used mana pool. Finally, Phantom Blade (on top of dealing good damage) can summon two Oak Walkers to help you fight, and in combat, numbers matter.
Rogue / Warlock -- Soulknife[ | ]
The "Shadow", that combo class can focus on MAttack or PAttack. The PAttack way is a Rogue that can do very nice Burst Magic Damage with combo of "Ghostly Strike + Soul Stab". By other way, the MAttack way, with basic skills of Warlock and some elite skills: "Dark Soul Smelt" & "Dark Soul Assail", can compete with mages. A magic melee DPS, remember 2x Magical Daggers have similar magic damage as a Wand. See Shadow.
+0 +100 or max constant version 6.0.6.2689
Icon | Skill Name | Level | Cost | Cast Time | Cooldown | Range | Skill Effect | Upgrade |
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Dark Soul Barrier (+) | 15 | 20 energy | Instant | 2 minutes | 150 | Sets up a dark spirit barrier in a designated area. This barrier will increase the Dodge of all party members inside the barrier by 10.0.. 50.0%. The Dark Soul Barrier lasts for 12 seconds.
Overrides Evasion. |
+0.4% per level | |
Energy Conservation (+) | 20 | 20 energy | Instant | 30 seconds | Self | Use of this skill requires an HP less than 75%.
Restores 3.0% HP every second until HP reaches 75% or the effect lasts 8.0 seconds |
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Soul Stab (+) | 25 | 30 focus | Instant | 8 seconds | 50 | Inflicts 130.0.. 910.0% + 0.20 x Dexterity main hand weapon Magical Damage DPS on the target. If target is in a Weakened state then they will receive 150.0.. 1050.0% + 0.30 x Dexterity main hand weapon Magical Damage DPS.
Increases with PAttack, no with Mattack, and is Dark Magic Damage. |
+7.8% per level & +9.0% per level | |
Begin When Ready (+) | 30 | - | Instant | 3 minutes | - | Immediately resets the cooldown time for Fervent Attack and Evasion. | - | |
Dark Soul Precision (+) | 35 | Soul Pain (15 Focus) | Soul Pain (Instant) | - | Soul Pain (225) | Soul Pain doesn't need any casting time and reduces target's Physical Defense.
Increases damage of Soul Pain and it reduces target's Physical Defense by 2%. |
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Soul Agility (+) | 40 | - | Instant | 60 seconds | Self | Increases Dexterity by (Current Dexterity + 10.0.. 110.0) x 1.0.. 5.5% + 10.0.. 110.0 for 30.0 seconds.
The maximum level of this skill is 50. |
+2.0, +0.09% and +2.0 per level | |
Dark Soul Smelt (+) | 45 | Be in Poisonous state | Basic Attack | - | Basic Attack | While in a Poisonous state, normal attack hits can cause additional Dark Damage.
Each time enemy is hit with basic attacks, when enemy is poisoned, applies Dark Magic Damage. It can be critical. It uses Magic Attack. The damage done is 6.66 + 75% of equipment magic damage per hit. After got elite 60, 10 + 112.5%. |
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Ghostly Strike (+) | 50 | 30 focus | Instant | 8 seconds | 50 | Inflicts 150.0.. 1050.0% + 0.30 x Dexterity main hand weapon Magical Damage DPS and carries a Weakened effect.
(This skill stat will increase and decrease based on equipment and target strength) Increases with PAttack, not with Mattack, and is Dark Magic Damage. Weakened Effect: Dark damage taken increased 4.0.. 10.0% |
+9.0% and 0.06% per level | |
Dark Soul Assail (+) | 60 | - | - | - | - | Increases Dark Damage. In a state of Soul Agility, Dark Damage is increased too.
+50% Passive Increase of Dark Damage and +50% of Increased Dark Damage when be in state of Soul Agility. Total Increase in a state of Soul Agility: +125% |
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Soul Curtain (+) | 70 | - | Vanish (Instant) | Vanish (60 seconds) | Self | Decreases the cooldown time of Vanish by 60.0 seconds. When Vanish is being cast, it removes the effect of being Helpless and leaves a Substitute that Taunts nearby enemies for 5 seconds. | - |
Rogue / Warrior -- Blackguard[ | ]
Rogue / Warriors benefit from a Slow effect added to Throw (Throwing Mastery), an increase in damage done by one-handed axes (One-Hand Axe Mastery), a buff to Whirlwind (Whirlwind Mastery), an effect reducing the effectiveness of heals by a target (Death's Touch), and a skill that causes melee damage in addition to causing Shadowstab and Slash's bleed effects to cause additional poison damage (Poisonous Infection).