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These female warriors are competent with a sword and can hold their own using magic, but their true mastery comes with a bow in their hands. Rogues have the fastest firing rate, best arrow accuracy, and enjoy a hidden to/hit bonus with arrows that makes their archery unmatchable by other classes. Their main statistic is dexterity, of which they an amass a tremendous amount, giving them very high inherent damage and to/hit. | These female warriors are competent with a sword and can hold their own using magic, but their true mastery comes with a bow in their hands. Rogues have the fastest firing rate, best arrow accuracy, and enjoy a hidden to/hit bonus with arrows that makes their archery unmatchable by other classes. Their main statistic is dexterity, of which they an amass a tremendous amount, giving them very high inherent damage and to/hit. | ||
'''Voice Actor:''' Glynnis Talken | |||
==Inherent Skill== | ==Inherent Skill== | ||
[[Image:D1-icon-trap-disarm.gif|frame]] | [[Image:D1-icon-trap-disarm.gif|left|frame]] | ||
Rogues have an inherent ability to sense traps on chests and doors, and have a skill that lets them attempt to open the chest/door while disarming the trap. This isn't a very necessary ability in Diablo and Hellfire, since traps are not all that damaging (though the mana drain and potion devaluing traps in Hellfire can be pretty annoying). It's much more useful in some of the Diablo and Hellfire mods, where trap damage is greatly increased. | Rogues have an inherent ability to sense traps on chests and doors, and have a skill that lets them attempt to open the chest/door while disarming the trap. This isn't a very necessary ability in Diablo and Hellfire, since traps are not all that damaging (though the mana drain and potion devaluing traps in Hellfire can be pretty annoying). It's much more useful in some of the Diablo and Hellfire mods, where trap damage is greatly increased. | ||
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# x = 2·Dex - 5·dlvl | # x = 2·Dex - 5·dlvl | ||
# if x > Rnd[100], trap is disarmed | # if x > Rnd[100], trap is disarmed | ||
For instance, if your rogue has 150 dexterity and is on level 14, that's 2 x 150 - 5 x 14 = 300 - 70 = 230 which is quite a bit greater than 100. | For instance, if your rogue has 150 dexterity and is on level 14, that's 2 x 150 - 5 x 14 = 300 - 70 = 230 which is quite a bit greater than 100. This math aside, trapped chests on hell levels in Hellfire are seldom disarmed by this skill, but this might be due to a bug. | ||
==Stats and Attributes== | ==Stats and Attributes== | ||
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Per level up: *** | Per level up: *** | ||
* '''Life:''' + 2 | * '''Life:''' + 2 | ||
* '''Mana:''' + 2 | * '''Mana:''' + 2 | ||
Per Attribute point: | Per Attribute point: | ||
* 1 Vitality = 1.5 life | * 1 Vitality = 1.5 life | ||
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===Magery=== | ===Magery=== | ||
Rogues can be effective playing as mini-mages, but it requires good technique and excellent equipment, since Rogues have some magery shortcomings. They can not raise their mana as high as a sorcerer, they do not cast as quickly, and they do not have the natural magical to/hit values. Worst of all, Rogues in Diablo (but not Hellfire) can not raise their magic to 255 (245 is the max), so are unable to read the higher level books. Fireball is the biggest handicap, since [[D1_Spellbooks#Magic_Requirements_for_Spellbooks|it requires 199 to read | Rogues can be effective playing as mini-mages, but it requires good technique and excellent equipment, since Rogues have some magery shortcomings. They can not raise their mana as high as a sorcerer, they do not cast as quickly, and they do not have the natural magical to/hit values. Worst of all, Rogues in Diablo (but not Hellfire) can not raise their magic to 255 (245 is the max), so are unable to read the higher level books. Fireball is the biggest handicap, since [[D1_Spellbooks#Magic_Requirements_for_Spellbooks|it requires]] 166 magic to read level 8 and 199 to read level 9, and | ||
above that it's 255, and out of reach for a Rogue. This means a Rogue must engage in some serious shrine running to try to find at least 6 Enchanted Shrines to max out her Fireball. | |||
If a Rogue does manage to boost her spells at least a few levels with Enchanted Shrines, she needs quality equipment too, ideally stuff that boosts her magic. To/hit with spells (Fireball, principally) is determined by a character's magic value, and at least 150-200 magic is required for good accuracy on Hell difficulty. Magic and spell level boosting gear is therefore at a premium, and sticking a [[D1_Unique_Helms#Thinking_Cap|Thinking Cap]] and [[D1_Unique_Blunts#Dreamflange|Dreamflange]] on your mini-mage Rogue is almost essential. | If a Rogue does manage to boost her spells at least a few levels with Enchanted Shrines, she needs quality equipment too, ideally stuff that boosts her magic. To/hit with spells (Fireball, principally) is determined by a character's magic value, and at least 150-200 magic is required for good accuracy in Hell or the Crypt on Hell difficulty. Magic and spell level boosting gear is therefore at a premium, and sticking a [[D1_Unique_Helms#Thinking_Cap|Thinking Cap]] and [[D1_Unique_Blunts#Dreamflange|Dreamflange]] on your mini-mage Rogue is almost essential. | ||
All that accomplished, the Rogue can be an effective magical killer. She'll always be a mini-mage; casting more slowly and drinking more potions since she has less mana, but there's a reason the Sorcerer is by far the fastest killing character in the game, and it's because spells are way overpowered, at least in regulation Diablo. A rogue can't match a Sorcerer on all magic levels, but she can emulate him and clear levels much more quickly than a Warrior can ever hope to, and her ability to go to bow mode makes her faster than any Sorcerer on a level with triple immune Soul Burners or Advocates. | All that accomplished, the Rogue can be an effective magical killer. She'll always be a mini-mage; casting more slowly and drinking more potions since she has less mana, but there's a reason the Sorcerer is by far the fastest killing character in the game, and it's because spells are way overpowered, at least in regulation Diablo. A rogue can't match a Sorcerer on all magic levels, but she can emulate him and clear levels much more quickly than a Warrior can ever hope to, and her ability to go to bow mode makes her faster than any Sorcerer on a level with triple immune Soul Burners or Advocates. | ||
===Bow Strategy=== | ===Bow Strategy=== | ||
[[Image:D1-rogue-corpse-cover.gif|frame|Using a corpse on a stick for cover.]] | |||
The key to using a bow effectively is shooting in straight lines and using the dungeon terrain against the monsters. Use the shift key to hold still, aim in a direction (not at a specific target, if you can help it), and click click click. Most monsters in Diablo and Hellfire walk straight towards the target, and that's where a Rogue's high speed ranged attack becomes devastating. Get them coming right at you, line them up, and pincushion them. Also, monsters with unusual movement patterns don't use them at a great distance. Drakes and Balrogs, for instance, don't dance around or dive in from odd angles when they're at the edge of the screen, so they can be killed more easily the further away they are. | The key to using a bow effectively is shooting in straight lines and using the dungeon terrain against the monsters. Use the shift key to hold still, aim in a direction (not at a specific target, if you can help it), and click click click. Most monsters in Diablo and Hellfire walk straight towards the target, and that's where a Rogue's high speed ranged attack becomes devastating. Get them coming right at you, line them up, and pincushion them. Also, monsters with unusual movement patterns don't use them at a great distance. Drakes and Balrogs, for instance, don't dance around or dive in from odd angles when they're at the edge of the screen, so they can be killed more easily the further away they are. | ||
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Rogues can stun lock enemies at point blank range, but it's wiser to force them to keep their distance. Monsters often twitch quickly enough to get in a swing between shots, or if a shot misses. If they're at melee range, they may hit you. If they're 3 or 4 spaces away, they'll try to take a step forward and your next arrow will probably interrupt their movement. And if not, they're still well out of melee range. Also, each shot will stun or stop a monster, turning it into an obstacle to enemies behind it. | Rogues can stun lock enemies at point blank range, but it's wiser to force them to keep their distance. Monsters often twitch quickly enough to get in a swing between shots, or if a shot misses. If they're at melee range, they may hit you. If they're 3 or 4 spaces away, they'll try to take a step forward and your next arrow will probably interrupt their movement. And if not, they're still well out of melee range. Also, each shot will stun or stop a monster, turning it into an obstacle to enemies behind it. | ||
[[Image:D1-rogue-corpse-cover2.gif|frame|Between the corner and the corpse, only witches in a straight line can hit this covering Rogue.]] | |||
Witches are a particular favorite of Rogues, since their AI is so easily abused. Most rogues love to enter a room, attract the attention of a dozen witches, then lead them back to a corner. Stand one space back from the corner and watch the witches line up firing at the wall beside you while you pick them off with impunity. Blood Stars don't deal splash damage, so if they don't hit, they don't hurt. Impaled bodies, Cauldrons, and other obstacles can be used just as well as walls and corners. | Witches are a particular favorite of Rogues, since their AI is so easily abused. Most rogues love to enter a room, attract the attention of a dozen witches, then lead them back to a corner. Stand one space back from the corner and watch the witches line up firing at the wall beside you while you pick them off with impunity. Blood Stars don't deal splash damage, so if they don't hit, they don't hurt. Impaled bodies, Cauldrons, and other obstacles can be used just as well as walls and corners. | ||
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====Bow Damage Limitation==== | ====Bow Damage Limitation==== | ||
To limit the rogue's lethal speed with the bow, Blizzard made it so bows only add their damage to the base total derived from strength, dexterity, and character level. As a result, rather than the bow damage being modified by the rogue's attributes, the bow damage simply adds on. | To limit the rogue's lethal speed with the bow, Blizzard made it so bows only add their damage to the base total derived from strength, dexterity, and character level. As a result, rather than the bow damage being modified by the rogue's attributes, the bow damage simply adds on. | ||
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For this reason, many high level rogues prefer to find a bow that adds resistance with the prefix (Obsidian or Emerald, ideally), since there isn't that much difference in damage, and a substantial resistance bonus from the bow frees up other equipment slots to pursue other bonuses. (This generally results in more mana, since the only useful high level jewelry prefixes grant resistance or +mana, and if an obsidian or other resistance ring/amulet is taken off, the best alternative is usually drakes or dragons of _______.) | For this reason, many high level rogues prefer to find a bow that adds resistance with the prefix (Obsidian or Emerald, ideally), since there isn't that much difference in damage, and a substantial resistance bonus from the bow frees up other equipment slots to pursue other bonuses. (This generally results in more mana, since the only useful high level jewelry prefixes grant resistance or +mana, and if an obsidian or other resistance ring/amulet is taken off, the best alternative is usually drakes or dragons of _______.) | ||
[[Image:Wirt-emerald-bow.gif|center|frame|Emerald bows do slightly less damage, but add huge resistance.]] | |||
==Rogue Lore== | ==Rogue Lore== | ||
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{{D1 masternav|Basics}} | |||
{{Skill navbox D2|DiabloI}} | |||
[[Category: Diablo I Classes]] | |||
[[Category | |||
