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[Guide] Earth/Air Rogue (UPDATED)
Short Strich * Member Since 2011-09-02
posté May 28, 2013, 21:53:30 | #1
[Guide] Earth/Air Rogue (UPDATED) Hey all!

In game I am known as Double Dee or DD for short. I am an Earth/Air Rogue. I have played as Pure Earth, Earth/Fire and Earth/Air. Currently I am Earth/Air because I feel like it fills in a lot of Earths weaknesses. I am writing this guide because I don't feel like enough people share info on classes. I am not good at writing guides and if someone would like to take my info and make it better please feel free to do so. Now ONTO THE GUIDE!!

This is not a guide to teach you how to level. This is a guide to show you what you will be trying to do later in the game.

First lets talk about the mains spells you will be using for each element. I will be rating these 1-5 and telling you how useful I find them endgame.

Earth

Piercing Shot: (Rating 5) Best earth skill you have. Great damage and great for UBs. Perfect cost for a 10 AP build. This spell should be your main range spell and will be most of your earth damage. This is the only spell you rank to level 100 in the earth tree.

Pulsar: (Rating 3) This is your 2nd best spell. It is not perfect in any way but it can help you finish guys off that have low HP with your left over MP. This spell only needs to be leveled to key points. 64 (8 dmg per AP/MP used), 73 (9 dmg per AP/MP used), 82 (10 dmg per AP/MP used), 91 (11 dmg per AP/MP used), 100 (12 dmg per AP/MP used). I feel like 64 and 73 will give you the biggest bang for your buck. Personally I run it at level 64 until I can get some more spell level gear at witch point I will increase it to 73.

Blam: (Rating 2) This as well as Machine gun are both kind of meh. Not great but it has its uses. I feel like this is slightly better than Machine gun because of the AOE part of it. I only have levels in this because i need them to get earth damage.

Machine Gun: (Rating 2) Same as Blam. Not great but it can be used in close range as well as can be shot in any direction. Damage isn't great but it has utility. I only have level in this for my earth damage.

Crossfire (Rating 1) I hate this spell and I think it is crap. Really! That is all I have to say about this spell.

Air


Longsword (Rating 5) I love this spell. It has good reach and can deal solid AOE damage. When combined with rogue master it can be a free spell. Crazy right? I have never had it return 6 AP but I have had it return 5 AP many times. Really great spell and combos really well with earth spells. Longsword with 1 Ap returned leads to a piercing shot > Pulsar. Pretty solid combo. If you return 2 AP you can do a double longsword. Overall great spell and it gets the most levels in air for me.

Slap Shot (Rating 4) Awesome spell and a great way to spend 1 AP. This is my 2nd highest spell in air. Main levels this spell would need to be are 67/75/84/82/100 I dont think I would ever take it to 100 but 92 is still pretty great. 67 is the lowest I would ever let it go. Note that the difference between 10 damage and 11 damage is 9 spell levels instead of 8. That makes level 84 the LEAST efficient use of XP. 75 is a great level to stick with.

Boomerang Dagger (Rating 3.5) Good spell that can be great with AP return procs. Ignores Line of Sight and hits AOE. On crits it does an extra attack. Good spell if line of sight to your target is blocked. You will need to pick between This or Barbecued Ribs as your 3 spell to level (Depending on how you like to play your Rogue this could also take the place of Slap Shot as the 2nd spell to level.)

Barbecued Ribs (Rating 3) This is a solid spell. I find the Crit part of this spell to be kind of pointless. However you can do some pretty solid damage with this spell. (This will pretty much always be the 3rd or 4th spell on your list. It is good for doing some 0 AP damage to finish a target off but at the cost of WP.)

Roguery (Rating 3) Overall it is a solid skill and it has its uses. You will not be putting many levels into this spell due to its very low damage and you can get the full effect without putting levels into it. This will be the lowest level spell in your air tree.

Level all Fire skills evenly to about level 20-25

Active Specialties

Fusillade (Rating 3) This skill has its uses. If a target needs to die THIS TURN and is in the perfect spot for you. This skill is useful. However it is lower overall damage per turn. Rogues can only Surprise Shot 2 times per turn. So with this skill the Rogue can get 0-2 Surprise shots. Without this skill and taking 2 turns like normal the player has a chance at 0-4 Surprise Shots. I am not a big fan of this skill but I still max it (near the end of my leveling) just in case.

Remote Control (Rating 1) This has no use for us so skip it.

Magnetic Claw (Rating 5) Amazing skill and can be used in many very cool ways. Here is one of my favorite ways to use the skill. Longsword > Roguery > Slap Shot until AP is 0 > Magnetic Claw > Pulsar or run away. Magnetic Claw cost 0 AP to push an enemy if you have 0 AP. Pulling Allies is always 0 AP. This is a great skill and should always be maxed.

Boombot (Rating 1) This amazing Earth Rogue tool was killed with the changes. He use to be AMAZING with Blam. Now he is useless to us as Earth Rogues. Skip this skill.

Smoke (Rating 4) This is a very powerful skill. It has its uses. I max this near the end of my leveling.

Passive Specialties

Bomber Fan (Rating 1) This does nothing for us. Do not put points into it.

Surprise Shot (Rating 5) Amazing!! Piercing shot + Surprise Shot = HUGE DAMAGE! You pretty much always max this first when using an Earth build.

Initiator (Rating 5) For us this skill is great because we are a hybrid build. Just make sure you are using gear with Ini or putting points into it.

Runaway (Rating 1) DO NOT GET THIS!!! This can get you or your team killed. This is something you do not control.

Rogue Master (Rating 5) Very cool skill. 40 ini and chance to return AP per AP used. The best part about it is this is what makes Earth/Air really work well together. Longsword into Piercing shot because of AP restored is AMAZING.

Alright! That is all the skills and how I feel about them. Next we will talk about spending your Ability Points.

Must Have!!!
+1 AP
+1 MP

Great to have
+100 Initiave (at least)

Optional

Crit
Range
More Initiave

Lets do a quick chat about what you are looking for in an endgame build.

10AP/5MP
Earth Damage 350-400%
Air Damage 350-400%
Critical Hits 25-40%

Bonus stats to look for

Backstab Damage
Critical Hit Damage


If people like this guide please comment. If you want more info just let me know and I will post more. Have a great day everyone!


This post has been edited by [MOD]Moon - October 11, 2013, 19:58:58.
Reason for edit : Title format!
Lord Madgobb * Member Since 2010-12-04
posté June 11, 2013, 17:02:08 | #2
Good descriptions of the spells.

I don't feel like you gain enough going earth/air other than the use of second element if someone is strong to earth. Rogue master caps at 3ap. Not sure how you're getting five. Unless there is some bug with multiple targets.

I've seen some good Earth and Air rogues who use Fire as their second element. The benefits are large fire AoE with firewall and good single target damage when needed. They can also use fire bombs on turns they cannot reach their targets which makes good use of that down time.


Eccentric Moogrr * Member Since 2012-01-04
posté June 11, 2013, 18:01:18 | #3
@Gynrei: Actually, Rogue Master has a chance of rolling back every AP spent with Longsword, though it's a pretty low chance of happening. The text regarding the 3AP cap means nothing at the moment, so it's possible to get 3AP or more back from one crit Longsword, which can lead to a hefty Pulsar, a Piercing Shot, or another Longsword if you would rather have some distance. Alternatively, if you have a high crit rate, there is a chance to get off a quadruple-Boomerang with 6 rolled back AP from the first two or three uses.

As for the purpose of the build, it's to be a highly versatile damage-dealer. Is the enemy too close to hit with Piercing Shot? Air combo their face off. Is the enemy too far to hit with a good ol' Slap Shot? Pierce Pierce! Basically, no matter what, you'll probably damage whoever you want to take damage.

@This guide: I'm glad to see the build getting some love, DD. I like your description of the spells so far, especially the notes regarding when Pulsar hits a new damage number, though I wouldn't rate Slap Shot so highly, personally. I'll add more feedback about it the more in-depth you get into it. Good luck!


Short Strich * Member Since 2011-09-02
posté June 12, 2013, 21:42:22 | #4

Quote (KingKamor @ 11 June 2013 18:01) *
@Gynrei: Actually, Rogue Master has a chance of rolling back every AP spent with Longsword, though it's a pretty low chance of happening. The text regarding the 3AP cap means nothing at the moment, so it's possible to get 3AP or more back from one crit Longsword, which can lead to a hefty Pulsar, a Piercing Shot, or another Longsword if you would rather have some distance. Alternatively, if you have a high crit rate, there is a chance to get off a quadruple-Boomerang with 6 rolled back AP from the first two or three uses.

As for the purpose of the build, it's to be a highly versatile damage-dealer. Is the enemy too close to hit with Piercing Shot? Air combo their face off. Is the enemy too far to hit with a good ol' Slap Shot? Pierce Pierce! Basically, no matter what, you'll probably damage whoever you want to take damage.

@This guide: I'm glad to see the build getting some love, DD. I like your description of the spells so far, especially the notes regarding when Pulsar hits a new damage number, though I wouldn't rate Slap Shot so highly, personally. I'll add more feedback about it the more in-depth you get into it. Good luck!

The 3AP cap does have a meaning. Once you have gained at 3 AP you will no longer be able to gain more. This means that doing Slap Shot 10 times will never grant more than 3 AP. The rule breaker is when something can grant more than 1 AP at a time. Longsword has 6 chances to grant AP. So it can break the rule. The MOST AP that can be returned to a rogue is 8. Cast Longsword and return 2 AP. Cast longsword and return 6 AP. However the chances of that EVER happening are slim to none.

My reasoning for Slap Shot being rated a 4 is because it has the same damage per AP as Piercing Shot but it can return AP and be free to cast so it can even beat Piercing Shot in damage per AP. However it does nee to be Melee range. Another big thing about it is that it cost 1 AP. That lets it clean up any leftovers.

On a side note Boomerange Dagger can be worth 12.75 damage per AP. However with Crits Boomerange Dagger can get to 22 damage per AP while Slap Shot can only get to 19.


Lazy Bow Meow * Member Since 2012-05-05
posté June 17, 2013, 14:01:59 | #5

Quote (Trayes @ 28 May 2013 21:53) *

Runaway (Rating 1) DO NOT GET THIS!!! This can get you or your team killed.
Why its gonna get whole team killed?


Tofurby on Diet * Member Since 2012-12-26
posté June 17, 2013, 14:09:18 | #6

Quote (solarize2 @ 17 June 2013 14:01) *

Quote (Trayes @ 28 May 2013 21:53) *

Runaway (Rating 1) DO NOT GET THIS!!! This can get you or your team killed.
Why its gonna get whole team killed?
Try to imagine runaway on vamp... Vampyro hits, rogue's runaway triggers... one free spot left, vamp comes closer, push you/your teammate on death glyph, you or someone else is dead...
There is so much other situations where runaway ruins everything...


Short Strich * Member Since 2011-09-02
posté June 17, 2013, 22:30:25 | #7

Quote (solarize2 @ 17 June 2013 14:01) *

Quote (Trayes @ 28 May 2013 21:53) *

Runaway (Rating 1) DO NOT GET THIS!!! This can get you or your team killed.
Why its gonna get whole team killed?

As has been said already. It can just get you and your team into trouble. It does more harm than good.


Lazy Bow Meow * Member Since 2012-04-19
posté July 09, 2013, 09:36:21 | #8
Hey! Your guide has been super helpful in my attempts to start a rogue. I've definitely been meaning to try earth rogue for awhile but was deterred by its weaknesses in melee which the air skills fill up nicely.

I just had a few question if it's not a bother.

What kind of gear would you use for this build at endgame?

I heard that rogue firewalls are based on the rogues level and not the spell (I'm probably wrong) , would you ever consider using bombs to set up a firewall when you needed aoe?

Thanks again for the awesome guide!


This post has been edited by appofroot - July 09, 2013, 09:38:26.
Short Strich * Member Since 2011-09-02
posté July 09, 2013, 22:00:40 | #9
I use the whisper set + some random other parts. The stats you want to look for on gear should be something like this.

Earth/Air Damage
Ini
All Damage
Crit
Spell levels

Whisper set has very high Ini and Earth/Air damage. I would focus a little more on earth because that is your main damage while doing UBs.

As an Earth/Air Rogue you will not be able to put out enough bombs to make a fire wall. If you want to use bombs you should be an Earth/Fire Rogue. I will do some testing on my Rogue to see what Bomb damage is like.

EDIT:
I did some testing and the firewall does solid damage even with low levels of bombs. However I will have to build a set of gear for doing firewall as well. It would be a Tri Rogue guide. It will need a lot of testing so you wont see that for awhile.


This post has been edited by Trayes - July 09, 2013, 23:09:14.
Lazy Bow Meow * Member Since 2012-04-19
posté July 11, 2013, 09:51:25 | #10
Thanks for the reply! And I'm still enjoying earth/air rogue at the moment so there's no hurry!


Overweighted Chafer * Member Since 2011-07-24
posté July 11, 2013, 12:12:07 | #11
it's brave attempt to do hybrid.... but... but sorry it's fail =(


it's boring build_with_one_skill

earth rouge is good for oneshots (oneturns) kill or for PvP with melee fighter ...ya we need to use fullside and then run away =\

and you not right about crossfire it's pretty nice skil with long range
Just need some practice and boombot can help you.


so you shold get:
1)cross fire
2) piercing shot
3) Pulsar

But realy... earth rouge have so little dmge =_= Ankama must boost it!


Eccentric Moogrr * Member Since 2012-01-04
posté July 18, 2013, 18:18:16 | #12

Quote (milordDen @ 11 July 2013 12:12) *
it's boring build_with_one_skill

Except it isn't. The hybrid aspect of this is there so you have more tools available to fight both melee and long-range battles as needed. I, personally, use Piercing Shot/Pulsar from Earth and the entire spell list from Air. Passives and Fusillade make up the rest of my build. With the recent announcement that spell levels are getting increased and rebalanced, elemental hybrids (especially this one) can only get better.


Quote (milordDen @ 11 July 2013 12:12) *
But realy... earth rouge have so little dmge =_= Ankama must boost it!

Only Pulsar really needs a buff, but additional damage to Crossfire would be nice, I guess. Level Surprise Shot and stack crits and your Piercing Shots hit like trucks in any Earth build, hybrid or not.


This post has been edited by KingKamor - July 18, 2013, 18:22:46.
Short Strich * Member Since 2011-09-02
posté July 31, 2013, 19:00:56 | #13
With the new update I will need to update this guide. Currently I am playing a tri spec Rogue. I need better gear for testing.

For the Earth/Air Rogue you will be able to max out more spells. Hybrid with this new patch is SOOO much better.

Example of a new Earth/Air Rogue

Earth
Piercing Shot 100+
Pulsar 100+
Everything else 35+

Air
Slap Shot 100+
Boomerang 100+
Longsword 100+
Everything else 35+

Fire
Everything 30

I will do a full guide update when I have done more testing. For now this will have to do.


Soft Crackler * Member Since 2012-02-29
posté August 17, 2013, 18:17:19 | #14
I've thought about earth/air myself. On my earth rogue I've always hated how every time a mob gets within melee distance, you have to lose 2 AP to push him back, it's awful and it adds up, and some fights the whole time it's like that. And unlike other classes' disengage spells (enus, ecas, iops, etc), you can't take the back using it, so there's really no flip side.

I've also always hated how earth gear gives you lock, but no dodge. I'm hoping that now that ankama has switched from making sets to making individual items there are going to be earth items with dodge, earth cras, earth rogues, earth ecas, etc, we could all really use it.

The main thing that stopped me from going earth/air though is gear. The only decent gear is the pig set but the lair is closed and even when it reopens it'll be pretty exclusive. I hope wabbit has either earth gear with dodge or a good earth/air set.


Overweighted Chafer * Member Since 2012-02-29
posté August 23, 2013, 01:51:49 | #15

Quote
Rogue Master (Rating 5) Very cool skill. 40 ini and chance to return AP per AP used. The best part about it is this is what makes Earth/Air really work well together. Longsword into Piercing shot because of AP restored is AMAZING.

The skill description says "Max +3AP per turn"

So how do you get 5 AP back ?


Edit:nvm

second noob question:

And isn't the Rogue to squishy to be in melee range ?

Thank you,


This post has been edited by IvanSouza - August 23, 2013, 02:18:36.
Lazy Bow Meow * Member Since 2014-01-17
posté January 17, 2014, 14:56:20 | #16
Hi, your guide is really helpful! Thanks for sharing it with everyone.
Just wondering, did you go pure str or agi or mix?


Lazy Bow Meow * Member Since 2006-02-04
posté July 24, 2014, 22:05:55 | #17
How is the latest version of this build?
last update was like.. 1 year ago?


Grizzled Dandelion * Member Since 2014-07-04
posté August 01, 2014, 15:17:38 | #18
I'm also curious about this build


Lazy Bow Meow * Member Since 2014-08-10
posté August 13, 2014, 03:45:36 | #19
Hey! Nice guide.
I need to know about de Gear bro...
Please show me the way.....


Featherless Piwi * Member Since 2011-09-05
posté September 29, 2014, 09:23:14 | #20
Is it just me, or Magnetic claw does nothing when 0 AP?