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Earth Rouge guide
Ugly Gobball * Member Since 2013-03-10
posté October 01, 2013, 21:48:50 | #1
Earth Rouge guide Please feel free to write some tips to all earth rouges in wakfu

Item sets , specialties , and leveling help  


Eccentric Moogrr * Member Since 2013-09-04
posté October 01, 2013, 22:48:10 | #2
pew pew.... fullisade ... pew pew pew pew pew..... RUN..... pew pew again

created by mapleshifter


Larva Rangers * Member Since 2011-12-23
posté October 02, 2013, 05:14:56 | #3
I'm 130+ and this is what I got for y'all.

1 AP.
1 MP.
1 Range.
167 Init.

Max'd Fusillade, Magnetic Claw, Bomber Fan, Surprise Shot, Initiator and Rogue Master.
I also have Boombot at Level 7 and 10 points left unspent.

125 - 131 - 91 - 58 - 126
Those are my Earth Levels.
Air and Fire are at 30 base.

Full Moo with Sylargh Set filler (not amulet) and Supreme Mecha Ring.
Hushed Scepter and The Bloodthirsty for weapons.
Sylargh Breastplate for an MP BP and then max level Krakotte.
(Being Amakna helps.)

1700+ HP.
10 AP and 6 MP.
537% Earth Damage.
454 Initiative.

^o,...,o^
So there is my build. I went Sylargh over Magmog and don't regret it. I also have a Wompifest for when I need more Resistance (it also has 30 Initiative so gives some damage).

~Revi


Ugly Gobball * Member Since 2013-03-10
posté October 02, 2013, 14:31:40 | #4
I have no idea what set or set parts do i wear in lvl 50.. And after that >.


This post has been edited by Reinis360 - October 02, 2013, 16:51:54.
Bellaphone Lover * Member Since 2012-12-14
posté October 04, 2013, 01:06:06 | #5
I would highly advise against statting into initiative beyond Rogue Master because during fights in which the initiative order of your team is very important (especially in UB fights, where your whole team goes in succession), it is generally disadvantageous for a damage dealer to go first. If you stat initiative and another class needs to go before you, you may be forced to cripple your own stats and/or your teammate's stats for the proper turn order. Moreover, statting strength is not only more efficient than initiative for damage, you also get a lot of earth resistance out of it. Statting initiative is only really a good idea if you generally do not engage in fights in which turn order matters, you're hybrid, etc.


posté December 21, 2013, 04:34:52 | #6
Hi there . doeas Earth rogue is good in end game ? as i have seen its dont have alot of dmg ( at least on firsts levels )


Larva Rangers * Member Since 2011-12-23
posté December 21, 2013, 11:56:20 | #7
Now I'm 140 and this is what I'm sitting at.
Stat: 1 ap, 1 mp, 1 range and 189 init.


With Meridia I'm around 710% base.
I didn't have it scrolled down but HS has 8% runed atm. 4% in hat, 4% BT, 6% init belt, 12% init boots and 3% res bp. Still working on runes.

Specialties are 9/4/9/9/0 top and 20/20/20/0/20 bottom. That's about all I need, really. Runaway just HORRIBLE!! Smoke awful because of the -4 range. Even with level cap raise Detonator is perfect where it is until it can be maxed for the no los.

Piercing and Pulsar are at max (143 for me) and MG is a few levels off.

Guild is about to learn lvl 10 5% Earth bonus, so I will go up 5% more in about 12 hours from posting.

As for late game ... Earth Rogue is absurd.
IMO, the overall dps top 3:
1) Earth Enu
2) Earth Rogue
3) Fire Enu (would be 2nd but relies on mines heavily)

The main issue is initiative. I love it. The more the better. There are only a few places I 'can't' go. For now. That was said about other places and going first is fine when the rest of the party is up to par. If initiative isn't your thing, stat Str or CH.

I didn't level up as Earth so I don't like giving advice on what specialties to level first.

-Reville


Eccentric Moogrr * Member Since 2013-09-04
posté December 21, 2013, 13:36:17 | #8

Quote (Onesti @ 21 December 2013 11:56) *
Now I'm 140 and this is what I'm sitting at.
Stat: 1 ap, 1 mp, 1 range and 189 init.


With Meridia I'm around 710% base.
I didn't have it scrolled down but HS has 8% runed atm. 4% in hat, 4% BT, 6% init belt, 12% init boots and 3% res bp. Still working on runes.

Specialties are 9/4/9/9/0 top and 20/20/20/0/20 bottom. That's about all I need, really. Runaway just HORRIBLE!! Smoke awful because of the -4 range. Even with level cap raise Detonator is perfect where it is until it can be maxed for the no los.

Piercing and Pulsar are at max (143 for me) and MG is a few levels off.

Guild is about to learn lvl 10 5% Earth bonus, so I will go up 5% more in about 12 hours from posting.

As for late game ... Earth Rogue is absurd.
IMO, the overall dps top 3:
1) Earth Enu
2) Earth Rogue
3) Fire Enu (would be 2nd but relies on mines heavily)

The main issue is initiative. I love it. The more the better. There are only a few places I 'can't' go. For now. That was said about other places and going first is fine when the rest of the party is up to par. If initiative isn't your thing, stat Str or CH.

I didn't level up as Earth so I don't like giving advice on what specialties to level first.

-Reville

im currently following this build and only find smoke useful when i place firewall and know i'll prob die from a ranged attack next turn