Rogue Elite Skills
Most Rogue Elite Skills focus on increasing damage output but are fairly eclectic in terms of actual utility.
Rogue / Champion[edit | edit source]
Rogue / Druid[edit | edit source]
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.
Rogue / Knight[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
(Warden/Rogue) 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[edit | edit source]
(Warlock/Rogue) The "Shadow", that combo class can focus on MAttack or PAttack. The PAttack way is a Rouge 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 2xMagical Daggers have similar magic damage as a Wand. See Shadow.
+0 +100 or max constant version 22.214.171.12489
|Icon||Skill Name||Level||Cost||Cast Time||Cooldown||Range||Skill Effect||Upgrade|
|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.
|+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
|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%.
|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 atacks, when enemy is poisoned, applies Dark Magic Damage. It can be critical. It uses Magic Attack. The damage done is 100% of equipe magic damage per hit.
|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)
|+9.0% per level|
|Dark Soul Assail (+)||60||-||-||-||-|| Increases Dark Damage. In a state of Soul Agility, Dark Damage is increased too.
+50% Passive Increas of Dark Damage and +50% of Icreased Dark Damage when be in state of Soul Agility.
|Soul Curtain (+)||70||-||Vanish (Instant)||Vanish (60 seconds)||Self||Decreases the cooldown time of Vanish to 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[edit | edit source]
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).