Rogue
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{{CoDTJob|job=Rogue|tier=Second|req=Mercenary|pic=codt_face_blank.gif}} | {{CoDTJob|job=Rogue|tier=Second|req=Mercenary|pic=codt_face_blank.gif}} | ||
- | + | =Job Origin Backgound= | |
+ | With world war and governments worldwide breaking down all over Micras, many ex-Soldiers and opportunists have become criminals. Rogues are eitheroutlaws on the run from the law or bandits out to pray on the defenseless. They have learned to be very mobile and difficult to pin down to keep ahead of those that hunt them and also emphasise precision over brute force. And if the enemy has something they want, well, to the victors go the spoils. | ||
- | + | =Stats= | |
- | + | *Good stats: Evasion, Accuracy | |
- | + | *Bad stats: Magic Resist, Defense | |
- | *Good stats: Accuracy | + | |
- | *Bad stats: Defense | + | |
- | == | + | =Equip-able Weapons= |
+ | *Knives | ||
+ | *Bows | ||
- | = | + | =Skill Tree= |
- | + | ||
- | + | ||
- | == | + | ===Abilities=== |
- | + | *Stealing Items Tree | |
+ | **Steal Item (ability, 0 MP, range 1) Steals a medicine item from the enemy's inventory. Also, neutralizes item-based reaction abilities such as Auto Potion. | ||
+ | **Steal Gold (ability, 0 MP, range 1) Steals gold from the enemy's coffers, adding it to the party's communial fund. | ||
+ | **Steal Equipment (ability, 0 MP, range 1) Steals a random piece of the enemy's equipment. | ||
+ | *Stealing Other Tree | ||
+ | **Steal JP (ability, 0 MP, range 1) Steals some JP from the enemy, adding it directly towards learning the user's main job ability. | ||
+ | **Steal Health (ability, 10 MP, range 1) Steals some HP from an enemy, healing the user. | ||
+ | **Steal Time (ability, 20 MP, range 1) Slows the enemy. Has a 50% chance to haste the user. | ||
+ | *Roguish Abilities Tree | ||
+ | **Precision (ability, 0 MP, personal) Increases accuracy by 5 but lowers evasion by 5. | ||
+ | **Sprint (ability, 0 MP, personal) User gets an extra move this turn with 1 less maximum range. | ||
+ | *Opportunist Tree | ||
+ | **True Strike (ability, 0 MP, weapon's range) Deals 60% of a normal physical attack but has a 95% chance to hit regardless of enemy evasion or facing. (100% chance against helpless opponents, but then again you always get 100% against helpless oppponents, so using this attack on one is sort of silly) | ||
+ | **Poisoned Tip (ability, 10 MP, weapon's range) Deals 95% of a normal physical attack and has a chance to poison (minimum of 50%, increases depending on how bad the target's magic resist is) | ||
+ | **Sneak Attack (ability, 10 MP, weapon's range) Deals 100% of a normal physcal attack. Damage further increases based on chance of hitting (every 1% over 50% chance to hit does an additional 1% damage, up to a max of 150% with a 100% chance against a helpless opponent). Missed attacks still do no damage. | ||
- | [[ | + | ===Support=== |
+ | Ambush - improves critical hit rate against enemies with full HP | ||
+ | |||
+ | ===Reaction=== | ||
+ | Evasion Up - if hit with a physical attack, improves evasion | ||
+ | |||
+ | =Masters= | ||
+ | none | ||
+ | |||
+ | =Notes= | ||
+ | Rogues have a latent +5 to accuracy and +10 to evasion over normal jobs, making them more accuate than most base jobs and also frusteratingly hard to hit with both physical attacks and magic spells. Rogues make great opportunists; in a fair fight most of their abilities don't match up to other jobs, but they can take advantage of a foe's weakness in certain situations. Their steal abilities let them nab a number of useful things that can help the greater war or benefit the Rogue directly in that battle. | ||
+ | |||
+ | =Rogue as a Main Job= | ||
+ | Rogues make good evasion fighters; their defense is very bad for a melee combatant but with evasion bonuses they can dodge the majority of attacks. A good Rogue knows that it only takes a few solid hits to put him down and subs something useful. Knife rogues that steal often may want to sub Paladin for extra survivability or Sword Mage or Assassin for additional evasion and toe-to-toe abilities. Rogues using bows and taking advantage of sprint and sneak attack might want to think about Mercenary to knock back close opponents or Soldier to challenge a lone attacker. A main job Rogue might want to take a few levels in a more physical job such as Hunter or Soldier to keep their strength up. | ||
+ | |||
+ | =Rogue as a Sub Job= | ||
+ | Sub rogue gives half of a Rogue's natural abilities: +5 evasion and +2 accuracy - nice but hardly staggering. An Archer / Rogue or Hunter / Rogue in a safe spot can use ranged sneak attacks when the situation arrives for massive damage. Paladin / Rogues can steal HPs to stay alive and grab a few pieces of equipment on the way. However, overall Rogue stat growth isn't that good so its a better sub job for when you know you want to steal or gain other Rogue benefits - not so much for general leveling or combat purposes. | ||
+ | |||
+ | [[CoDT Job List|Back to List of Jobs]] | ||
[[Category:Control of Destiny Tactics]] | [[Category:Control of Destiny Tactics]] |
Current revision as of 00:58, 31 December 2006
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Contents |
Job Origin Backgound
With world war and governments worldwide breaking down all over Micras, many ex-Soldiers and opportunists have become criminals. Rogues are eitheroutlaws on the run from the law or bandits out to pray on the defenseless. They have learned to be very mobile and difficult to pin down to keep ahead of those that hunt them and also emphasise precision over brute force. And if the enemy has something they want, well, to the victors go the spoils.
Stats
- Good stats: Evasion, Accuracy
- Bad stats: Magic Resist, Defense
Equip-able Weapons
- Knives
- Bows
Skill Tree
Abilities
- Stealing Items Tree
- Steal Item (ability, 0 MP, range 1) Steals a medicine item from the enemy's inventory. Also, neutralizes item-based reaction abilities such as Auto Potion.
- Steal Gold (ability, 0 MP, range 1) Steals gold from the enemy's coffers, adding it to the party's communial fund.
- Steal Equipment (ability, 0 MP, range 1) Steals a random piece of the enemy's equipment.
- Stealing Other Tree
- Steal JP (ability, 0 MP, range 1) Steals some JP from the enemy, adding it directly towards learning the user's main job ability.
- Steal Health (ability, 10 MP, range 1) Steals some HP from an enemy, healing the user.
- Steal Time (ability, 20 MP, range 1) Slows the enemy. Has a 50% chance to haste the user.
- Roguish Abilities Tree
- Precision (ability, 0 MP, personal) Increases accuracy by 5 but lowers evasion by 5.
- Sprint (ability, 0 MP, personal) User gets an extra move this turn with 1 less maximum range.
- Opportunist Tree
- True Strike (ability, 0 MP, weapon's range) Deals 60% of a normal physical attack but has a 95% chance to hit regardless of enemy evasion or facing. (100% chance against helpless opponents, but then again you always get 100% against helpless oppponents, so using this attack on one is sort of silly)
- Poisoned Tip (ability, 10 MP, weapon's range) Deals 95% of a normal physical attack and has a chance to poison (minimum of 50%, increases depending on how bad the target's magic resist is)
- Sneak Attack (ability, 10 MP, weapon's range) Deals 100% of a normal physcal attack. Damage further increases based on chance of hitting (every 1% over 50% chance to hit does an additional 1% damage, up to a max of 150% with a 100% chance against a helpless opponent). Missed attacks still do no damage.
Support
Ambush - improves critical hit rate against enemies with full HP
Reaction
Evasion Up - if hit with a physical attack, improves evasion
Masters
none
Notes
Rogues have a latent +5 to accuracy and +10 to evasion over normal jobs, making them more accuate than most base jobs and also frusteratingly hard to hit with both physical attacks and magic spells. Rogues make great opportunists; in a fair fight most of their abilities don't match up to other jobs, but they can take advantage of a foe's weakness in certain situations. Their steal abilities let them nab a number of useful things that can help the greater war or benefit the Rogue directly in that battle.
Rogue as a Main Job
Rogues make good evasion fighters; their defense is very bad for a melee combatant but with evasion bonuses they can dodge the majority of attacks. A good Rogue knows that it only takes a few solid hits to put him down and subs something useful. Knife rogues that steal often may want to sub Paladin for extra survivability or Sword Mage or Assassin for additional evasion and toe-to-toe abilities. Rogues using bows and taking advantage of sprint and sneak attack might want to think about Mercenary to knock back close opponents or Soldier to challenge a lone attacker. A main job Rogue might want to take a few levels in a more physical job such as Hunter or Soldier to keep their strength up.
Rogue as a Sub Job
Sub rogue gives half of a Rogue's natural abilities: +5 evasion and +2 accuracy - nice but hardly staggering. An Archer / Rogue or Hunter / Rogue in a safe spot can use ranged sneak attacks when the situation arrives for massive damage. Paladin / Rogues can steal HPs to stay alive and grab a few pieces of equipment on the way. However, overall Rogue stat growth isn't that good so its a better sub job for when you know you want to steal or gain other Rogue benefits - not so much for general leveling or combat purposes.