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This guide to basic rogue techniques was written by Ice. | This guide to basic rogue techniques was written by Ice. | ||
== The Rogue -- A Highly Versatile Creature == | |||
Recently, there have been several different discussions about how a rogue can be played? Opinions varied between high ac and low ac; choices of weapons; to use magic as protective supports or as offensive weapons etc... All these stems from the fact that the rogue is easily the most versatile character class in Diablo Classic (IMO at least). Play her as a mini-mage, a warrior or an archer. It makes little difference as she can be just as effective and powerful no matter which style you play. | |||
How should one play a rogue? To answer this, you might want to consider the following questions: | |||
# Would you prefer the "safer" high-ac approach, or the "more delicate" low-ac approach? | |||
# For your weapons, would you rather use the "traditional" weapon (ie. the bow), or maximize the use of your high dex by using sword(or club)/shield? | |||
# With regards to magic, would you prefer using magic as a means of defense and transportation, or as a primary means of attack as well? | |||
# Are you content to play the rogue as it is, or would you want to try out more challenging variants? | |||
How should one play a rogue? To answer this, you might want to | |||
consider the following questions: | |||
# Would you prefer the "safer" high-ac approach, or | |||
the "more delicate" low-ac approach? | |||
# For your weapons, would you rather use the | |||
"traditional" weapon (ie. the bow), or maximize the use | |||
of your high dex by using sword(or club)/shield? | |||
# With regards to magic, would you prefer using magic as a | |||
means of defense and transportation, or as a primary means of | |||
attack as well? | |||
# Are you content to play the rogue as it is, or would you | |||
want to try out more challenging variants? | |||
This guide serves to provide a little bit of insight about the | This guide serves to provide a little bit of insight about the | ||
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'''Pros''' | '''Pros''' | ||
# you will very seldom get hit by enemies and can thus survive | # you will very seldom get hit by enemies and can thus survive more easily against mobs. | ||
more easily against mobs. | |||
'''Cons''' | '''Cons''' | ||
# ac gives NO protection, IIRC, against any form of magical | # ac gives NO protection, IIRC, against any form of magical attack such as spit, bloodstars n fireballs,# lose the possibility of having a beneficial prefix on your armour (good suffix are hard to come by on awesome plates too), | ||
attack such as spit, bloodstars n fireballs, | # IMO, it really is quite difficult to obtain a good high-ac armor with a good suffix. | ||
# lose the possibility of having a beneficial prefix on your | |||
armour (good suffix are hard to come by on | Typical examples: | ||
awesome plates too), | |||
# IMO, it really is quite difficult to obtain a good high-ac | |||
armor with a good suffix. | |||
# Awesome/Saintly Fullplates of Sorcery/Stars/Precision etc... | # Awesome/Saintly Fullplates of Sorcery/Stars/Precision etc... | ||
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'''Pros:''' | '''Pros:''' | ||
# have a beneficial prefix such as +resist on the armour, thus | # have a beneficial prefix such as +resist on the armour, thus freeing up a jewelry slot for +mana, | ||
freeing up a jewelry slot for +mana, | # good low-ac armour are easier to come by since any base item type will do, | ||
# good low-ac armour are easier to come by since any base item | # most good combinations (such as obsidian/stars) are purchasable at griswold. | ||
type will do, | |||
# most good combinations (such as obsidian/stars) are | |||
purchasable at griswold. | |||
'''Cons''' | '''Cons''' | ||
# if not careful, will get torn apart vs melee creatures as they | # if not careful, will get torn apart vs melee creatures as they have autohit against you. | ||
have autohit against you. | |||
Typical examples: | |||
# Naj's Plate/Sacvenger's carapace | # Naj's Plate/Sacvenger's carapace | ||
# Obsidian (or other +resist) shirt of | # Obsidian (or other +resist) shirt of Stars/Sorcery/Precision/Giants etc... | ||
Stars/Sorcery/Precision/Giants etc... | |||
Essentially the difference lies in the ease at which the enemies | Essentially the difference lies in the ease at which the enemies | ||
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'''Pros''' | '''Pros''' | ||
# very fast rate of fire, the only weapon a rogue can stun an | # very fast rate of fire, the only weapon a rogue can stun an advocate with, | ||
advocate with, | # bows usually tends to deal more damage per unit time than melee weapons (except CC) for rogues, | ||
# bows usually tends to deal more damage per unit time than | # very high to-hit considering the amount of dex the rogue possesses, | ||
melee weapons (except CC) for rogues, | # kills the enemies before the enemies reaches you, thus greater safety. | ||
# very high to-hit considering the amount of dex the rogue | |||
possesses, | |||
# kills the enemies before the enemies reaches you, thus greater | |||
safety. | |||
'''Cons''' | '''Cons''' | ||
# no shield, thus no blocking and the loss of a prefix and | # no shield, thus no blocking and the loss of a prefix and suffix, | ||
suffix, | # durability goes down quite fast (small point since gold is abundant), | ||
# durability goes down quite fast (small point since gold is | |||
abundant), | |||
# does less damage than certain melee weapons. | # does less damage than certain melee weapons. | ||
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'''Pros''' | '''Pros''' | ||
# blocking, thus allowing less hits to go through, hence less | # blocking, thus allowing less hits to go through, hence less damage taken, | ||
damage taken, | |||
# additional slots for a good prefix/suffix, | # additional slots for a good prefix/suffix, | ||
# tends to have a higher ac than when using bows, | # tends to have a higher ac than when using bows, | ||
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'''Cons''' | '''Cons''' | ||
# ranged attackers may be a problem until telekill is mastered, | # ranged attackers may be a problem until telekill is mastered, | ||
# much slower swing rate than bows, thus some monsters cannot be | # much slower swing rate than bows, thus some monsters cannot be stunlocked, | ||
stunlocked, | |||
# damage is low in general. | # damage is low in general. | ||
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Defence | Defence | ||
* Heal (mainly for non-manashield rogues) | * Heal (mainly for non-manashield rogues) | ||
* Mana shield -- the rogue has pretty decent magic and mana, so why not make use | * Mana shield -- the rogue has pretty decent magic and mana, so why not make use of it? | ||
of it? | * Stone Curse -- very helpful for keeping enemies at bay and reducing the number of enemies you have to face. | ||
* Stone Curse -- very helpful for keeping enemies at bay and reducing the number | |||
of enemies you have to face. | |||
Offence (F-Fire, L-Lightning, M-Magic) | Offence (F-Fire, L-Lightning, M-Magic) | ||
* Fireball (F) -- the highest damage fire spell (and perhaps overall as well) | * Fireball (F) -- the highest damage fire spell (and perhaps overall as well) | ||
* Guardian (F) -- - useful for attracting the enemies bit by bit. | * Guardian (F) -- - useful for attracting the enemies bit by bit. | ||
* Chain Lightning (L) -- can be potentially VERY damaging (ie. kill a pack of balrogs in | * Chain Lightning (L) -- can be potentially VERY damaging (ie. kill a pack of balrogs in hell/hell with one cast?) | ||
hell/hell with one cast?) | |||
* Charged Bolts (L) | * Charged Bolts (L) | ||
* Bone Spirit (M) -- can be used to attract enemies from around corners, otherwise | * Bone Spirit (M) -- can be used to attract enemies from around corners, otherwise useless. | ||
useless. | |||
* Flash (M) -- teleflash kills non-magic immune creatures very quickly. | * Flash (M) -- teleflash kills non-magic immune creatures very quickly. | ||
Miscellaneous | Miscellaneous | ||
* Golem -- this supernatural being can be used both in offence and | * Golem -- this supernatural being can be used both in offence and defence. Beware of bloodstars though. | ||
defence. Beware of bloodstars though. | |||
* Teleport | * Teleport | ||
* Town Portal | * Town Portal | ||
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# Obsidian <heagear> of Sorcery (+31-40% resist all, +16-20 magic) -- again more for mini-mages, this headgear provides up to 20 magic and frees up a jewelry slot for +mana. | # Obsidian <heagear> of Sorcery (+31-40% resist all, +16-20 magic) -- again more for mini-mages, this headgear provides up to 20 magic and frees up a jewelry slot for +mana. | ||
Another possible helm is the Gotterdamerung (ac60, -40% light, +20 to all, NO resist). The major drawback here is the lack of resistance, which can | Another possible helm is the Gotterdamerung (ac60, -40% light, +20 to all, NO resist). The major drawback here is the lack of resistance, which can really hurt. One way out is to leave it unidentified and use it for the 60 ac it provides (which IMO is not all that great for a rogue which already has lots of ac due to high dex. | ||
really hurt. One way out is to leave it unidentified and use it | |||
for the 60 ac it provides (which IMO is not all that great for a | |||
rogue which already has lots of ac due to high dex. | |||
Yet another possible but "not-so-all-round" helm is the | Yet another possible but "not-so-all-round" helm is the Helm of Sprits (ac6-8, 5% lifesteal). Drawback here is the lack of ac and the lack of other benefits. The lifesteal effect can be rather useful when using the CC setup but not as good otherwise (as rogue's melee damage is rather | ||
Helm of Sprits (ac6-8, 5% lifesteal). Drawback here is the lack of ac and the lack of other benefits. | |||
The lifesteal effect can be rather useful when using the CC setup | |||
but not as good otherwise (as rogue's melee damage is rather | |||
pathetic). | pathetic). | ||
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suffix. | suffix. | ||
b) Uniques would include naj's light plate and the scavenger's | b) Uniques would include naj's light plate and the scavenger's carapace. | ||
carapace. | * The naj's is an good mini-mage equipment, providing magic, resistance, spell level. | ||
* The naj's is an good mini-mage equipment, providing magic, | * The sc gives -15 dfe as well as lightning resist, thus reducing chance of being stunned. | ||
resistance, spell level. | |||
* The sc gives -15 dfe as well as lightning resist, thus reducing | |||
chance of being stunned. | |||
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* Dragon/Zod | * Dragon/Zod | ||
As can be seen, there are so many different styles to play a | As can be seen, there are so many different styles to play a rogue with vastly different equipment setups. | ||
rogue with vastly different equipment setups. | |||
Which is the best setup? Which is the most effective for you? The | Which is the best setup? Which is the most effective for you? The | ||
only way to find out is to try them out yourself and see which | only way to find out is to try them out yourself and see which | ||
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* Ruby Ring (60%) | * Ruby Ring (60%) | ||
* Ruby Ring of Wizardry (58%) | * Ruby Ring of Wizardry (58%) | ||
A purely obsessive setup with a total of 408% resist fire | A purely obsessive setup with a total of 408% resist fire (out of a max of 420). Is it efficient? Nope. Is it an overkill on resist fire? Yes. Do i have difficulty playing this character? Yes. But was it fun? Yes (for me at least). | ||
(out of a max of 420). Is it efficient? Nope. Is it an overkill | |||
on resist fire? Yes. Do i have difficulty playing this character? | |||
Yes. But was it fun? Yes (for me at least). | |||
Myriam lvl 44 | Myriam lvl 44 | ||
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==Excellent Links== | ==Excellent Links== | ||
'''Wiki note:''' Most of these links are dead now, more than a decade after this guide was written. The best info from them is preserved elsewhere in this wiki. | |||
Some excellent sites providing an insight on playing rogues, <br> | Some excellent sites providing an insight on playing rogues, <br> | ||
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{{D1 masternav|Basics}} | |||
{{ | |||
[[category:diablo I]] | [[category:diablo I]] | ||
[[category:D1 Strategy]] | [[category:D1 Strategy]] | ||