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| **Very high interaction speed, attack speed and base movement speed. | | **Very high interaction speed, attack speed and base movement speed. |
| **High DPS, with many stacking damage abilities and fast-swinging weapons, as well as Armor-piercing capabilities. | | **High DPS, with many stacking damage abilities and fast-swinging weapons, as well as Armor-piercing capabilities. |
| **Unlimited lockpicking ability through the Lockpick Expert perk. | | **Unlimited lockpicking and ability to detect and disable traps through the Traps and Locks perk. |
| **Can detect and disable traps with the Traps and Locks perk.
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| **Hide skill lasts for a long time with Hide Mastery perk, allowing them to avoid encounters or setup ambushes. | | **Hide skill lasts for a long time with Hide Mastery perk, allowing them to avoid encounters or setup ambushes. |
| **Damage over Time options for PvE. | | **Damage over Time options for PvE. |
Revision as of 19:18, 16 July 2024
Page is currently up to date for: Patch:6.7#Hotfix 81
Description
Rogues in Dark and Darker are skilled thieves, assassins, and infiltrators, who rely on cunning, agility and stealth to accomplish their objectives. They are experts at avoiding detection, picking locks, disarming traps, and gathering information. Rogues can also deal lethal damage from a distance or up close, using ranged weapons or sneak attacks. They can also use their sleight of hand to steal from their enemies, making them a valuable asset when it comes to acquiring rare items and treasures.
Class Info
Weapon of choice: Daggers.
- Pros
- Very high interaction speed, attack speed and base movement speed.
- High DPS, with many stacking damage abilities and fast-swinging weapons, as well as Armor-piercing capabilities.
- Unlimited lockpicking and ability to detect and disable traps through the Traps and Locks perk.
- Hide skill lasts for a long time with Hide Mastery perk, allowing them to avoid encounters or setup ambushes.
- Damage over Time options for PvE.
- Cons
- Limited melee range if not using the Rapier.
- Low health requiring good decision making skills.
- Limited to leather and cloth armor.
- Low Will and Knowledge means lower Magic Resist, longer debuffs, shorter buffs, and slower Escape Portal opening.
- Limited ranged options.
You can equip an additional perk every 5 levels.
Currently maxed out at Level 15, so a total of 4 perks can be equipped.
Ambush |
When coming out of hide, you gain 10% Move Speed Bonus and 50% Physical Power Bonus for 3s. If the melee attack is successful, the effect disappears. |
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Back Attack |
When attacking a target from behind (roughly 120-135 degrees) gain 30% Physical Power Bonus. |
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Creep |
Footsteps no longer make sound after crouch walking for at least 0.5s. |
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Dagger Mastery |
When swinging a dagger, gain 15% Physical Power Bonus. |
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Double Jump |
You gain the ability to jump an additional time in the air, but lose -18 Move Speed Add. |
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Hide Mastery |
Increases the duration of hide skill by 3x times. |
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Jokester |
Grant self and all party members 2 All Attributes within 4.5m. |
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Pickpocket |
Steal items from nearby enemies by using the "interact" key. Stolen item is chosen randomly from enemies inventory. Items currently equipped by enemies cannot be stolen. Additionally, your hide will not be revealed when you are bumped into. Items worn in utility slots do not appear on the waist. |
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Poisoned Weapon |
A successful attack applies poison that deals 4 Neutral Magical Base Damage over 4s. The poison can stack up to 5 times at once and all stacks refresh when adding more stacks. |
50% Scaling |
Stealth |
While hiding, gaine the ability to move 10 steps while crouching or slow walking. Also gain 3 Move Speed Add per remaining step |
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Thrust |
When swinging a dagger, gain an additional 20% Armor Penetration. |
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Traps and Locks |
You can unlock locked locks without a lockpick and detect traps within 4.5m to disarm them. |
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You can equip a total of 2 skills.
Caltrops |
Places caltrops on the ground behind the user. If stepped on, the caltrops deal 10 Physical Base Damage and will cause the victim to lose -50% Move Speed Bonus for 3s. Each Caltrop has a lifetime of 60s(4 uses, non-replenishable.) |
100% Scaling |
12s |
Cut Throat |
If the next physical attack is successful, it cancels all of the target's current animations and channels of casting Spells/Skills/Songs, refunding the cast to the target and applying a Silence debuff to the victim for 3s seconds. Silence prevents the further use of Spells/Skills/Songs. Additionally Cut Throat removes all Skill-sourced buffs that apply an effect on-hit, like Blow of Corruption, Smite, other Cut-Throats, Blood Exchange, etc. It also purges some other specific buffs, which do not fit the previously mentioned criteria and can be found along with more details on the Silence page.
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18s |
Hide |
Become invisible for 8s seconds. It is possible to change your equipment and move items between inventories in this state. You are revealed when you attempt an action, such as moving, attacking, using a skill, or interacting with objects. |
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28s |
Rupture |
The next successful physical attack causes the target to bleed for 20 Physical Base Damage over 5s as Damage over Time. The buff is consumed when attack hits an object or target. Can be stacked up to 5 times if Ruptured multiple times. (Only procs if the attack was made while holding a Dagger, Crossbow, or Sword) |
50% Scaling |
24s |
Smoke Pot |
A smoke grenade is deployed creating a smoke screen. The smoke screen lasts 12 seconds and covers a 1.5m area. When a hostile target enters the smoke screen, they suffer -10% Move Speed Bonus. Has only 3 charges, not rechargeable. |
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24s |
Tumbling |
When used, tumbles in the opposite direction the player is facing. |
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0.5s |
Weakpoint Attack |
Applies debuff on the next melee physical attack that causes the victim to suffer -40% Item Armor Rating Bonus for 3s. |
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24s |
Main Hand + Two Handed |
[[]] |
Main Hand + One Handed |
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Off Hand |
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Utility |
[[]] |
Head |
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Chest |
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Legs |
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Hands |
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Feet |
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Back |
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Main Hand + Two Handed |
[[]] |
Main Hand + One Handed |
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Off Hand |
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Utility |
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Head |
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Chest |
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Legs |
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Hands |
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Feet |
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Back |
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These Stats do not include starting armor.
- Armor penetration abilities do not affect negative PDR, which means they have no affect on Monsters except some bosses
- Prioritize bringing bandages instead of potions into a raid, because potions last less time and therefore also heal less on Rogues due to their abysmal Buff Duration stat.
- Use your invisibility skill to ambush enemy players or de-aggro monsters.
- Use your throwing knives, they can do quite a bit of damage. You can even apply your on hit debuff skills and poison with them.
- You are not as durable as a Fighter, don't take big group fights head on, prioritize ambushing their low health or supportive team mates, to quickly turn the tides of battle into your favor. If you are forced to fight head-on, use your superior movement speed to your advantage by spacing yourself out of the enemy's range.
- If you are hiding in the dark, be sure to unequip your potions from your quick-slots, since they glow in the dark and would give your position away. In the same vein, enemies can see your weapons glowing in the dark if you use your buff abilities or Poison Weapon.
- You can use Hide while jumping up in the air if you crouch or shift walk, this will confuse the enemy and make your movements unpredictable.
- You cannot use your Hide skill while holding a light source in your hands.
- Keep in mind that swapping weapons and items makes noise, even if you are invisible.
All bolded numbers are automatically updated; however, non-boldened phrasing/numbers are written manually by the community. See Class Ability Documentation for more.
Do Explosive bottles or Oil lanterns apply the poison?
What other class has perks to make one skill not worthless? Imagine if Fighter had 3 perks that make Sprint or Second Wind worth using. If a Rogue wants to use Hide, you are nearly forced to take Stealth, with the other 2 being optional. Rogue suffers from severe perk tax.
I wish Ironmace could decide on what they want Rogue to be, because it doesn't have much of an identity. They do damage over time with Poisoned Weapon and Rupture and have Double Jump, but Double Jump is nerfed into oblivion. Hide is one of the most controversial skills in the game but has become central to the current Rogue's identity.
A lot of people have been saying Bard’s flute song unchained harmony does not account for luck when used to open chests. Does the traps and locks skill also share this attribute?
Tumble scales with dex/action speed. No idea on the ratios. The distance might also scale on movement speed. See this video as evidence: https://www.youtube.com/watch?v=2BKjXqz7aMs
Does armor penetration effect rupture? Say you have 15% armor pen stacked and attack a 50% PDR fighter. Will they take the 50% reduced damage from rupture or will armor pen mean they take more of it?
Hp potions do heal less if they last less time the only exception to this is barbarian's potion chugger skill which is likely the cause of some confusion, barbarianspotion chugger skill doesn't reduce your buff duration but rather changes the duration of the potion through some other means which also doesn't effect the total health restored (plus adds 20% to the heal) rogues and no other class benefit from having negative buff duration at all
HP Potions don't heal less if their buff lasted less , because its actually healing more as its an OVER time duration , not DURING .
It scales, but does it apply poison or other on hit effects like rupture when stepped on?
Does Cutthroat erase an active ignite on a wizard or a flame walk on a warlock? I just silenced an ignite wizard and I believe the wizard still had ignite on after silencing but not sure.
or maybe AGI?
Can some explain how exactly does poison scales? besides Magical Power Bonus, does it work with True/Add Magical Damage?
If I'm Dual Wielding a dagger and short sword, would the short sword gain Physical Damage Bonus from the Perk?
Basically what I'm asking is if the barbarian has their shouts/achilles up already, and I hit them with cutthroat, will they go away? Or is the idea to run it with ambush to prevent phantomize/etc after the fact.
Also if a wizard or cleric is in the middle of channeling a spell, can they still let it go, or does it just stop working?
Thanks
Confirmed as of hotfix #18; losing any invisibility potion buff (poor/common/uncommon tested) will grant either equipped 'Ambush' and 'Shadowrunner' perk buffs even without having "Hide" on the bar.
Also before someone asks, 'Stealth' does NOT let you move while an invisibility potion is active.
Does true magical damage help or just Will / Magical Power?
Does it reduce the target's armor by 15% or does it ignore 15% of the target's armor? Like the guy has 20% protection is he going to ignore 15% of the 20% or is he going to reduce the target's armor from 20% to 5%?
Does this effect crossbows and knives?
Grants +15% increased Armor Penetration ONLY for daggers
cant this skill be extended for more tics ? and what stats govern how much dmg this skill out puts, is it magic based or physical ?
does thrust affects pve ?
Has this skill been determined to reduce all defenses (Physical/Magical)? Or just a certain specific one?