Hello, lads and ladies. Are you curious about a Rogue, like PvP, and still want to be effective in PvE? Well then, look no further, because this guide should cover all of your needs!
This guide is mainly centered around PvP, but it will also make it so that you will still do very well in PvE. One thing to keep in mind is that Rogues aren't exactly the best in PvP, but that shouldn't deter you from trying out this build. As I wrote a few times, it is still pretty effective in PvE situations, and I will include most core skills that many Rogues use for PvE already; with some slight variations.
PURPOSE OF A ROGUE:
In any party situation, the main purpose of a Rogue is to provide damage. You will want to let the tank gain aggro with the monsters, and then just lay the smack down. Rogues do not have any decent AoE, so you'll want to focus on one monster at a time. If a monster(s) happens to slip through the radar and start attacking your healer, your priority then (over any other) is to kill that (those) monster(s) (helping out other ranged characters in your party is also helpful, after you kill the monster(s) that are attacking the healer); going back to the monsters that the tank is attacking after they are defeated. ALWAYS be aware of your surroundings, especially in dungeons and raids.
When it comes to bosses in dungeons and raids, your main priorities will be to kill all the boss adds (monsters that the boss spawns) and protecting your healer. If you find that the healer is becoming overwhelmed by adds, simply chug a HP potion to gain aggro, and wail on them. Once the adds are out of the way, you then should focus on damaging the boss to help provide extra damage. Once the boss spawns more adds, you once again repeat the process. I'll say it once more, because it is that important: ALWAYS be aware of your surroundings.
PROS AND CONS:
Before I go into the actual guide and skill/stat descriptions, I'd just like to take some time to lay out some of the pros and cons that the Rogue has. This isn't a complete list, it is more of a general outline.
+ Able to survive very well.
+ Damage is pretty decent.
+ Tons of critical hits (you have one skill at your disposal that always lands a crit).
+ Decently paced, no cast times (some skills have moderately long animations however).
+ Spend less on potions than a few other classes.
+ There are far more Assassins than Rogues, making you a little more unique (no shadow form is a plus).
+ Some range, due to dagger throwing (you won't be spamming it; mainly used just to gain aggro). This can be helpful in certain situations.
+ The Hide (and Smoke Bomb) skill. You can easily collect materials without the worry of being hassled by mobs that have auto aggro.
- It is a melee class (not really a 'con' per se, but some people just do not like melee).
- Really boring leveling until you gain some of your core Rogue skills.
- You will be chugging tons of HP potions until you get a few of your core Rogue skills.
- Most of your main attacking skills will require a full bar of combo points (you have access to some passive skills that help fill the bar though).
- Skills that you depend on for survivability have a pretty long cool down, but this build will help to alleviate that issue.
Here I will go over the stat system of RO2, and what stats are important to a Rogue. I will also post some stat build recommendations.
STR: Raises your attack power and parry. One of your most important stats as a Rogue.
AGI: Increases your critical and dodge. This is another very important stat.
INT: Increases your magic power and parry. This is a useless stat for a Rogue.
WIS: Increases your SP. This stat can be helpful, but I recommend that you don't put any points into this; gear of green and of higher tiers will provide you with enough WIS to carry on.
VIT: Increases your HP. Like WIS, this stat can be helpful. However, since your gear will provide adequate enough VIT, you can leave this stat alone. I do have a stat build that incorporates VIT, it is really up to you though.
A few general stat builds to give you an idea to how you can build your character, don't feel like these are the only options available, though. You are free to do what you wish!
Standard build: 40 STR, 40 AGI, and 8 VIT. This is the build that most Rogues go for, as it gives you decent attack power and critical. The VIT is added to fill in any left over stat points. I would recommend that you pump STR until 36, work on AGI until 20, pump points back into STR until 40, and finally bring your AGI to 40 as well. Work on VIT last.
Power hungry: 51 STR, 27 AGI, and 3 VIT. This is the current build that I am using, it is useful for PvP and taking out enemies faster. The standard build gives you more critical, which can actually provide more damage (if you are lucky), but I prefer my damage to be a bit more stable. What I am doing for this build is pumping all STR until 51, adding 27 into AGI after that, and then just finishing it off with VIT with the left over points. Of course, you are free to pump the stats into any order you wish.
Critical fiend: 30 STR, 48 AGI, and 8 VIT. This build can be quite useful if you like to see more criticals, while still giving you a moderate amount of STR to help output some decent stable damage. I would recommend that you pump 30 into STR first, work on AGI until 48, and then finally finishing it off with VIT.
Balanced build: 33 STR, 33 AGI, and 30 VIT. This build is good if you want a pretty balanced stat build, which can come in handy. Most Rogues probably won't go this route because other builds are much more effective (1 point of VIT only adds 6 HP and most of your gear will provide enough VIT to survive anyway); the extra VIT can be useful though. I would recommend pumping STR first until around 25, after that pump some into AGI (around 20), and then focus on VIT until around 10-15. After that you can basically pump the stats in any order you want.
Below, you will find a link to the skill build via RO2Base. I will get more in-depth with the skills later on, to explain the build a little more. Note that I have the stats set to my 'power hungry' stat build; you are free to use this, or any other stat build that you desire. It is not set in stone.
SKILL POINT ALLOCATION:
This is just a guide of how I allocated my skill points per level. You are free to follow it as is, or just as a general outline.
Level 02: +1 Combo Training
Level 03: +1 Dark Illusion
Level 04: +1 Dagger Throwing
Level 05: +1 Poisoning Weapon
Level 06: +1 Mark of Genocide
Level 07: +1 Mark of Genocide
Level 08: +1 Mark of Genocide
Level 09: +1 Mark of Genocide
Level 10: +1 Mark of Genocide (Maxed)
This section will explain what each skill does, and why I have added points in the skills that I have.
Combo Training (3/3)
No question, you'll want this maxed. At max level, it gives you a 15% chance for your skills to give you an additional point toward your combo bar. For example, when CT activates, Double Attack will give you 2 points towards your combo bar instead of just one.
Combo Mastery (3/3)
Another great passive skill you'll want to max out. Once it activates, you'll be able to use any skill that uses combo points without actually using any combo points (free skill use). You'll also notice a flashing skill button next to your combo bar, once this passive activates. Ignore the icon that shows up, as you don't need to press the 'F' key to use it (you can simply just press your normal hotkey), and you don't need to use the skill that the icon shows.
If you have the skill 'Moonlight Dance', you also do not need a full 5 combo points to use it (as long as Moonlight Dance is not on cool down). This can be a little confusing, so let me give you an example; I notice that Combo Mastery just activated (with around 4 combo points), and my Moonlight Dance is not on cool down. The icon is showing Deadly Blow can be used, but I ignore that and just use Moonlight Dance anyway. It works, and I still have 4 combo points left.
Mark of Genocide (5/5)
For 30 minutes, it gives both you and your party a critical rate boost of 2% (level 5). 2% may not seem like a lot, but it is helpful. Even if you don't believe this skill to be that helpful, most people that you will party with will expect you to have this skill maxed anyway, so you might as well max it. If they're jerks, they may even kick you from the party/raid if it is not maxed.
Poisoning Weapon (1/5)
For 30 minutes, each attack has a 30% chance to poison the enemy equal to 10% of the damage dealt, every 2 seconds for 20 seconds (level 1). This is a decent skill to have maxed, but due to lack of points, we'll just leave this at level 1. Level 1 is still useful however, so keep this buff active alongside Mark of Genocide.
Unstable Doping (5/5)
While using an attack skill, you have a 20% chance at max level (level 1 is 4%) to gain an attack or critical rate boost of 20%. That is nice in itself, but what we really want from this skill is the Adrenaline Rush effect. To enable this effect while Unstable Doping is active, simply use the strongest HP potion you have available.
For 2 minutes, 10% (at max level [level 1 is 2%]) of your HP recovered will convert to attack power. Each time you use a HP potion, the timer will refresh on Adrenaline Rush. To abuse this effect, simply use the strongest HP potion you have on you as a base for this effect; as the time is about to wear out, use a really cheap HP potion to refresh the timer. The original attack boost from the strong HP potion will remain intact, while refreshing the timer. Have fun!
An all around great skill for both PvP and PvE alike. While you are not active in a battle state, you can use this skill; it makes you undetectable to monsters, people outside of your party, and people in PvP.
I mainly use it for gathering materials in an area where monsters are auto aggro, and for opening up with Dark Illusion. It is a great skill to have maxed (level 1 gives you a 40% reduction in speed [maxed gives no reduction at all]), but since we have other important skills to invest in, we'll leave this at level 1.
Another thing to note is that the first attack you deal out of hide will have double the damage. When you have Smoke Bomb, you'll love that fact.
Dagger Throwing (1/4)
This is your only ranged attack. The purpose of this skill is to lure monsters in a field of other monsters that have auto aggro, so you won't be swarmed when you go to attack. Let the monster come to you. Using Hide is also great tactic with this skill if you don't want to attract the attention of other monsters that have auto aggro (it is also useful for hitting running targets in PvP).
Since we're mainly using this skill for utility rather than damage, leave it at level 1.
Smoke Bomb (3/3)
This skill is just excellent, you'll be using it a lot in PvP and dungeons, which is why it is maxed. Basically, it allows you to use Hide even while in battle state. Each level of this skill reduces the cool down (120 seconds at maxed level [compared to 240 seconds at level 1]), which is why this skill is important to max.
The idea in PvP is to use Smoke Bomb and then Dark Illusion (or Moonlight Dance if Combo Mastery procs it [or you can just simply hide if you're #1 in colo at last round, right before the timer is set to 0]). In dungeons, it can help get the aggro of the adds off on you if the healer can't keep up (don't let them kill the healer though), or if you need to deal extra damage to the boss.
One thing to note though, is that skills like DoT will still affect you while hidden, so be careful.
Dirty Plan (5/5)
One of the best skills in the Rogue tree, this will reset all the cool down on your skills, and give you an instant full combo bar. At max level, the cool down for this skill is 120 seconds, and at level 1 the cool down is 200 seconds. This is VERY useful in both PvP and PvE, as it allows you to use Gangster's Paradise and Smoke Bomb more often, which is why we want this bad boy maxed.
Gangster's Paradise (5/5)
This is one of the other best skills you have available in the Rogue tree. Depending on the combo points you have, Gangster's Paradise's duration is varied. At one combo point, you are healed 12% of your total HP every 2 seconds, for a 2 second duration. At a full combo bar, you are healed for 12% of your total HP every 2 seconds, for a 10 second duration. The healing amount doesn't increase per level, the main reason we want this maxed is because of the cool down. Level 1 has a cool down of 120 seconds, while maxed level has a cool down of 40 seconds.
Crescent Moon (1/5)
This skill kicks a target to the ground while stunning the target, and the stun duration is dependent on how many combo points you have. For one combo point, you get a 1 second stun. For 5 combo points, you get a 5 second stun. Personally, I don't believe this skill to be worth the waste of your precious combo points, especially since 5 seconds is not that long. There is a cool down decrease for each level of this skill, but level 1 is sufficient enough. We need level 1 anyway as a prerequisite for other skills.
Mark of Death (0/5)
This skill can be quite useful, but since we have other important skills we need to put points into, you're just going to have to sacrifice Mark of Death. What this skill does is give you a damage increase of 2% (level 1), against a target marked for 30 seconds; a damage increase of 10% (level 5), when a target is marked. As you can see, it can be useful.
However, this skill is pretty misleading. In the skill description, it states that the damage is increased for everybody in your party, but this is NOT true. It only buffs the damage of you and any other Rogues that are in your party; making this skill a lot less useful than it may originally seem. If you do happen to be partied with another Rogue, you can simply leech off that person's Mark of Death anyway, since most Rogues tend to max it.
Double Attack (5/5)
Your basic spamming skill for racking up those combo points. Max it.
Deadly Blow (5/5)
This is your first skill that utilizes combo points. Each combo point you have available will deal additional damage when using this skill; generally you want to have obtained at least 4 combo points before using this skill. This is also your main attacking skill when the other skills that utilize combo points are on cool down. Since you'll be using it quite a lot, max it for sure.
Dark Illusion (1/5)
A great skill, but we'll leave this at level 1 to preserve points for other important skills. This skill teleports you behind the enemy to deal damage, and it is always a critical hit. What I usually do before I enter a battle with a monster is use Hide, and then open with Dark Illusion. Since the first skill used after being in hide is always double damage, you'll get a guaranteed double damage critical.
Note that there is a glitch with this skill, where after you activate it, you'll sometimes be positioned wrong and won't be able to use it. There is an easy (but annoying) fix to this, where you just keep on mashing the Dark Illusion button until the game automatically positions you correctly.
Meteor Assault (1/3)
An AoE, but it is really bad. We just need this at level 1, as it is a prerequisite for Smoke Bomb. It isn't completely useless (mainly used for farming on low level monsters for materials), but the damage really is pretty horrible.
Cross Impact (1/5)
Honestly, this skill stinks. We are only getting it to level 1 because its a prerequisite for other skills. I wouldn't even recommend to put this on your skill bar.
Dual Stab (1/5)
There are two uses for this skill. One use is that it is a prerequisite for many of the other Rogue skills, and two, it provides a definite 2 combo points (if Combo Training procs, you'll get 4 combo points).
The damage is pretty decent on this skill, but since it has a cool down, it won't be replacing Double Attack.
Rolling Cutter (0/3)
An AoE even worse than Meteor Assault. Don't bother with it.
Moonlight Dance (5/5)
This is your main attacking skill when you have 5 combo points. There is a moderately long animation to accompany it, so if you know an AoE is coming from a dungeon boss, just use Deadly Blow until it is safe. If you read my description about Combo Mastery, you'll know about some good tips with this skill. Since we are a DPS class, we'll want to max this skill for overall more DPS.
You are free to chose any job you want really, as there is no real impact in gameplay. However, I will list the jobs currently available in RO2, and my suggestions. Items that you craft from your job will always be more powerful than items you can buy from an NPC, so you might want to keep that in mind. After you have a job level of 10, you can also summon a Guardian to help you in battle. After you surpass other job levels, you can upgrade the look of the guardian via job quests later on.
Alchemist: You can create buff potions that increase stats, such as a defense or strength for a limited duration. You can also create potions that instantly heal HP and SP; just keep in mind that these potions have a cool down like any other healing potions in the game after use. I would highly recommend that you chose this as your job if you are new to the game, as it can help save money on potions.
Artisan: You can create any type of clothing, which does not include armor (most classes use this other than Swordsmen). You can also create runes for equipment slots; it is an all around good job if you ask me. I would recommend this job if you have another character that is already an Alchemist.
Blacksmith: You can create armor (which is used for Swordsmen), weapons for all classes, and hole punchers will allow you to create a slot in equipment for runes. While this is a pretty good job, I personally would not recommend it for a Rogue. You are, however, free to choose Blacksmith if you so desire.
Chef: You can create food that has healing over time properties (which some even heal SP), and food that can boost your character's attributes/properties. This is a decent job when its a high enough level, but it can be a pretty difficult job to level up. If you are an experienced player with characters with an Alchemist job already in the least, this can be a good choice. I really wouldn't recommend this job for your first character.
Runes are used to boost your character's stats. You can use a rune on basically most equipment, but that equipment already has to have an empty rune slot for you to be able to rune it. As I've explained in my job section, Blacksmiths can create hole punchers, which allow you to create a rune slot in equipment. As I've also explained in the above section, Artisans can create Runes.
As a Rogue, I'd recommend that you stick to using STR and AGI runes, based on your current preferences and needs. You could also use VIT runes if you feel that you need more HP, but STR and AGI runes are generally your best bet.
Cards can drop from most monsters, though it is generally a low chance. Cards boost your character stats, such as STR, AGI, and VIT. The cards you'll want to apply to your character are generally ones that provide a decent boost to those three stats mentioned in the previous sentence, but don't disregard a card if it has INT/WIS on it, if the other stats you need happen to be decent. Personally, I prioritize cards that provide a decent STR and AGI boost, while giving a great VIT boost.
You have 5 personal card slots for your character, which are unlocked after a certain level. At level 1, you'll have 1 card slot available. At level 10, 2 card slots. At level 20, 3 card slots; level 30 gives you 4 card slots, and finally, at level 40, you gain a full 5 card slots for your character.
There are also different tiers of card rarity; green being the most common, blue being rare, and gold being epic/legendary. Blue usually has a higher stat boost than green, and gold usually has an even higher stat boost than blue. Each monster has a static card rarity, so if a monster drops a green card, it will always be green.
You can also upgrade cards, which give a better boost in stats using Card Synthesis. You can't directly upgrade a card, as the cards you place in for Synthesis all have a random chance of that one being upgraded (each card you put in for Synthesis needs to be around the same level range); you'll also have a really rare chance of a blue card appearing if you place all green cards in for Synthesis, and a really rare chance of a gold card appearing if you attempt to Synthesize all blue cards. Note that you need 5 different cards for the Synthesis to work.
There is a 50% chance of the Synthesis to fail, meaning you lose all the cards you put into to be Synthesized. I would only recommend Card Synthesis if you have tons of cards to spare.
The Colosseum is a free for all PvP area, where players compete for the title of Champion (which is just for bragging rights), and for blood points (used to obtain Colosseum gears, which are really powerful). You can also receive Colosseum boxes (depending on what round you made it to), which contain random items. Each Colosseum starts at 1 PM PST and 6 PM PST. To enter, you need to be at least level 10; simply click on the Colosseum icon on the lower right hand side of your screen.
There are 5 rounds, starting with 30 people. When you enter the Colosseum, you disband from any parties you are currently in. In order to advance in rounds, you need to be in a certain place; you need to be at least in 24th place for round 2, 18th place for round 3, 12th place for round 4, and 6th place for the final round. To see the current place where you rank in the Colosseum, you can press the Caps Lock key (also it shows your current rank next to a trophy icon on the UI, upper left corner). You only gain blood points for the rounds that you have advanced to.
For the round that you have been eliminated on, you will not receive any blood points or a Colosseum box for that round; you will, however, receive your rewards for previous rounds that you have advanced to. For example, if you made it to round 3, but got eliminated on round 4, you will receive all rewards for rounds 1-3.
Your rank depends on three factors; how many players you have killed, how many monsters you have killed, and finally, how many times that you have died. Every time you kill a player it is worth 100 points, while every time you kill a monster it is worth 25 points. Each death will deduct 50 points from your score (cannot go below 0 points).
Since you are a Rogue, it can be pretty frustrating to advance. However, since monster kills count towards your point total, I would highly recommend that you focus only on monster kills away from groups, and use the Smoke Bomb/Dark Illusion combo on players who are about to die. If you happen to advance to the final round, kill as many of the Porings (more on that later) as you can, and use the Dirty Plan/Smoke Bomb trick as much as possible (to prevent deaths). It is also wise to focus on killing players in the final round, being strategic is the key.
If you notice that the players who are ganging up on the #1 ranked player are low on health, take them out instead; while this seems a bit stupid at first, most people will be focusing on the #1 ranked player, so it gives you a better chance to gain more points.
As for the Porings, they are a special monster in the Colosseum that have 1 point of health (killing one is still worth 25 points), but they have a chance to help or hinder you. Here is a like of some of the (de)buffs you can obtain from killing one:
Automatic heal of 100k HP (one time).
A 30 second buff, where your damaged is multiplied by 2.
A 20 second buff, where your defense is multiplied by 1.5.
5 seconds of being silenced (unable to use any skills).
5 seconds of being stunned (unable to move or use skills).
10 seconds of not being able to move (but still able to use skills like Smoke Bomb).
Thank you for taking the time to read this guide! If you notice any errors of any kind, please PM me. I am also open to any suggestions as to how to make this guide any better.
This skill build isn't 100% my idea, as a person named 'xxalucard' posted his build in the official WP forums under the Thief section. I merely saw his build and changed it a little to my preferences. I wanted to thank him as well, because without him, I wouldn't have got any ideas for this build. I personally wrote everything in this guide myself, however.