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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Monk VS Rogue VS Ranger « previous next »
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Author Topic: Monk VS Rogue VS Ranger  (Read 2976 times)
Fujitsu
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« on: September 24, 2007, 08:17:42 PM »

As promised here is a comparison of Monks/Rogues/Rangers at 50. 

Rogue

Endurance attacks
Wicked Strike VII – Melee + 160
Knee break V – 170 dmg and reduces movement speed by 70% for 20 sec
Trick Attack IV – 150 dmg and transfer 666 hate towards defensive target
Death Whirl II – 75% Weapon Dmg (ae), if back towards you +250 dmg
Eviscerate – 3k dmg /15 sec (1 min refresh)
Lacerate VII – 1300 dmg / 15 sec

Conditional End attacks
Last ditch Strike III- If below 15% hp, melee +475 and 5 sec stun (or 4 hits)
Fatal Stroke III – Melee + 638 (30 sec refresh, target must be below 15% hp)

Requires Stealth/Back
Ravage VI – (Surprise) 400% weapon dmg + 350, (on crit, stuns for 3 sec)
Backstab VI – 300% weapon dmg + 250

Range Attacks
Arc of Daggers IV – 4 target ae – 75% weapon dmg + 65
Rogues kiss II – 300% range dmg +240 (only when target below 20%)

Finishers
*ShankIV – (requires back) 2x (350% weapon dmg + 285)
*Shiv IV – (requires back) 2x (350% weapon dmg + 300)
**Vicious Strike V – Melee + 400, deals 184 additional on crit
**Deadly Strike IV- Melee + 500, deals 225 additional on crit
***Hemorrhage V – 650 dmg/ 15 sec
***Impale V -3500-4000 dmg over 30 sec

Defensive Finishers
Revenge VI – After a parry, 150% weapon dmg + 150
Ploy – (after dodge) Stuns target for 2 attacks
Fade – (After dodge) – greatly reduces hate (1 min refresh)

Self Buffs
Keen Eye V- +70 dmg 6% accuracy 8% crit (18s duration 1 min reuse)
Deter – 100% parry for 60 sec or until hit
Elusive Mark III – 60% chance to evade for 16 sec (5 min reuse)
Relentless - +40 End, and 20/s for 30 sec.  (10min reuse)
Vital Strikes – 100% crit for 4 sec (1 min 30 sec reuse)
Quickblade – Double dmg special attacks for 15sec, (10 min reuse, no dots)
Elusive Foe – Passive ability, 50% immunity to movement debuffs

Group Buffs
Blindside – 300% weapon dmg to defensive targets target , all hits on target crit for 4 sec (1 min refresh)

Item skills
Smoke Bomb – (Flashpowder) enters stealth if not agro
Smoke trick – (flashpowder) teleports behind the mob
Blinding flash – stuns target 6 or until attacked, turns autoattack off,

Utility
Blackjack IV – 60sec mez with 30 sec refresh
Escape – removes all agro (15 min refresh)
Shroud of Shadow - Enters max stealth (5 min refresh)
Plunder – useless rogue loot
Clout – 6 sec stun, 60 sec refresh
Ruin III – Reduce targets dmg 60% (5 hits or 45 sec), requires crit


Debuffs
Drub V- removes 850 hate
Imperil – Increase chance of crit (25% for 6 sec) , 2 min refresh

************NOTE**************
The following are rogue made, and require merchant bought items, droped items, pick pocketed items and similar.  IE dont expect a rogue to have infinite potions to mez or scrolls to evak,  not only is it expensive, but the requirement of items that are pick pocketed AND droped makes some of these pretty rare over all.
******************************
Poisons - procs added to weapons, last 20-45 min
Azure flame - cold dmg + int/wis debuff
Scarlet flame - fire + wis/str debuff
Sirens kiss - agro reduction
Water of life - direct dmg

Scrolls self buffs
Bears strength - 30 min str buff
Blinding strikes - 17% haste
Cats feet - Dex buff
Evacuation - evak
Float - levitate
Vampirit thirst - 30 min life tap proc
water breathing
wolfs legs - run buff

Flechetties Like potions
Blinding flechette - 70% acc reduction for 4 sec
Dazzling flechette - 70% agro reduction
Enflaming veins flechette - 500 dmg if mob is bleeding
Explosive flechette - 7 target ae
Shadowy flechette - self buff + 70 hide/sneak
Snaring flechette - 12 sec of 90% slow

Darts Throwing weapons with effects, note that these are expensive
Blood of decay dary -  40 sec mez
Foul Blood dart -  60% heal reduction for 5 min
Leaden Dart - 20% atk and casting slow for 5 min
Water of life dart - dmg over time
« Last Edit: September 25, 2007, 12:40:40 PM by Fujitsu » Logged

Fujitsu
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« Reply #1 on: September 24, 2007, 08:18:18 PM »

Monk Vs Rogue
Gonna draw from all 3 monk pools, but ill try to stick to base skills.


Endurance Attacks
Wicked Strike VII – -- Weak sause, similar to our Kick but with a modifier
Knee break V – nice snare, weak dmg. not really a monk equiv
Trick Attack IV – weaker version of goading slap but on faster reuse timer, totally equivalent imho
Death Whirl II – weak as heck ae, makes our ae look godly
Eviscerate – bad ass dot, no real equiv
Lacerate VII – identical to feet of the fire dragon
*** Overal monks get more dmg attacks that dont require conditions

Conditional End attacks
Last ditch Strike III-nice dmg but, cant be used for 85% a fight
Fatal Stroke III – nice dmg again, but cant be used 85% of a fight
*** nice attacks, pretty well balanced for the fact they can only be used 15% of the time

Requires Stealth/Back
Ravage VI – hot ass dmg, but requires a group with good tank, and items to reenter stealth
Backstab VI – again, hot ass dmg, but requires a group with good tank, and items to reenter stealth
*** for the special requirments they are nice, and overall should be useable in most groups, easily making up for the regular endurance attacks suckage, again no equivalent for monks really

Range Attacks
Arc of Daggers IV – WEAK ae, any monk ae is easily 2-3x the dmg
Rogues kiss II – a conditional rng attack (for when mobs run at low hp), nothing special, only usable 20% of the time

Finishers
*ShankIV – About the same as thousand fist
*Shiv IV – about the same as thunder fist
**Vicious Strike V – impoved version of flying kick
**Deadly Strike IV- improved version of kick to the heaven
***Hemorrhage V – same as gouging dragon
***Impale V -same as sundering dragon

Defensive Finishers
Revenge VI – our parry debuffs the mob, thiers does weak dmg
Ploy – (after dodge) single target version of dragons ae stun
Fade – (After dodge) – only usable if rogue is tanking and dodging(1 min refresh)

Self Buffs
Keen Eye V- like iron hand with a short duration and constant recasting
Deter – same as the level 1 of our dodge buff, thiers is faster recast, but never gets better vs higher levels
Elusive Mark III – reed in the wind with longer recast
Relentless - pretty useless end regen unless raid mobs start end taping, i never go below 80% end
Vital Strikes – worthless atm since it uses 2 of the 4 sec on global cool down, aka u get 1 garunteed crit
Quickblade – Shorter version of secret of celerity, with shorter recast, (a lil better then ours)
Elusive Foe – nice passive ability, however i never need immunity to movement debuffs
****overal less self buffs then monks, nothing really special, 

Group Buffs
Blindside – requires a group, same as jing surge honestly

Item skills
Smoke Bomb – requires item to enter stealth
Smoke trick – requires an item to do the same thing we can do on our own
Blinding flash – pretty usefull solo, in a group with others attacks, goes to waste

Utility
Blackjack IV – 60sec mez with 30 sec refresh---improved version of our mez by all standards
Escape – fd on a 15 min timer
Shroud of Shadow - increases stealth atk dmg, but only 1x per 5 min
Plunder – Not sure, i think this is another way to get small gold and lint items
Clout – Nice stun, long refresh
Ruin III – Reduce targets dmg 60% (5 hits or 45 sec), requires crit--- nice debuff, but the 5 hit part makes it useless in groups, not bad when solo, and if your solo quivering palm is better imho


Debuffs
Drub V- improved version of wanning palm
Imperil – 6 sec of increased crit, not really that great with a 2 min reuse


OVERALL

Rogues non conditional attacks are pathetic.  Their conditional attacks and back attacks make up for this however, and in a group a rogues dmg should atleast be equal to a Drunken or Harmonious monk (shy of a dragon).  As far as "utility" im not seeing rogues with any utility that blows monks out of the water.  Blackjack is a better version of our mez for sure. Sadly ruin is more useless then people indicated, the limit on attack number makes it go away way to fast in group situations.    Im not gonna go look up poisons, however i do know that with them rogues can evacute, which is nice, but nothing a mage cant dot.   They can also use poisons to enter stealth and other things.

As far as sigils original goal of monks being the highest unconditional dps.  As far as rogues go, they succeeded.  The requirement of a rogue to have the backside, stealth, mobs under a certain % hp, or requireing items makes rogues nice conditional dps, but lousy anytime dps.  They need a group with a good tank, items, and poisons to maximize their dps.  Under maximum optimal circumstances, a rogue should be able to out dps monks (all forms)
« Last Edit: September 24, 2007, 09:19:20 PM by Fujitsu » Logged

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« Reply #2 on: September 24, 2007, 08:18:50 PM »

Mostly done - Need more info on finishers if possible

Ranger

Endurance attacks
Blade of winter VI- Melee + 160
Fleetblade IV – 50% wpn dmg + 100, 50% chance to score critical
Blade of Summer V - 200% wpn dmg +155, additional 155 if behind
Envenomed Strike III - 100% wpn dmg + 400dmg over 10 sec
Sweeping strike IV - 223-239 (frontal ae)
Blade of storms IV - melee + 420 (ae) chance to have multiple hits

Agro Management
Intercept VII - 125% wpn dmg, +400 hate, roots target (only useable on defensive target)
Regress IV- 130 dmg , reduce hate by 560 (10 sec refresh)

Bridges
Freeze – (blade of winter ->blade of winter) stuns for 2 esc
Deadeye – (Deadly shot -> Deadly Shot) 100% crit on next ranged hit
Swelter ( Cripply -> Blade of winter ->Blade of summer) fire dot over 40 sec
Whisper of the wind – (Blade of summer->Fleetblade) increase dmg of next windsong
Sidesplit – (Blade of summer -> Envenomed Strike) large dmg

Energy Attacks
Destructive Swarm IV – 1600 dmg / 32 sec (base, lower since they don’t go int)

Range Attacks
Debilitating Shot II – 90 dmg, prevents casting and, reduce atk spd 20% for 5 atk or 25sec
Deadly Shot V – Ranged dmg + 153
Shocking Arrow VI – 200% weapon + 115, chance to stun 3 sec (15 sec refresh)
Critical Shot V – 300% weapon dmg + 255
Poison Shot IV – bow shot + 752-800 dmg over 36 sec
Splitting Arrow IV – (Ae 6 target) 1.5* (weapon + 70)

Finishers ?
*Dusk Arrow III- 1800 dmg over 36 sec, lower movement speed 60%
**Blade of equinox V - 400% wpn dmg + 273
**Blade of Solstice III- 400% Wpn dmg + 250
***Dawn Arrow V – 400% weapon  +225
***Arrow of the Sun III – 400% weapon dmg + 255
****Windsong V - melee + 142, chance to have multiple waves
******Hurricane II - 420 dmg (ae), more dmg if targets closer
******Maelstrom- melee +102 (ae) deals dmg in waves, and more dmg if closer

Defensive Finishers
Rancor IV– (after dodge) 150% wpn dmg, increase ally dmg by 40 for 30 sec
&&&Feral Strike- (after dodge) 200% wpn dmg, next 5 attacks have +50% crit

Self Buffs
Nature’s Guise – Enter stealth
Ferocity V – 1.5* all dmg and increase end regen for 30 sec.
Parry III– 100% parry for 60 sec, or until you parry
Summon Companion- Fluffy!
Tiger Talisman- (only 1 talismand at a time)  +15% melee dmg +5% crit
Panther talisman- (only 1 talismand at a time) Increase end by 20, hp by 10%, and hp regen by X%
&&&&Wind Talisman- (only 1 talismand at a time)  25% end reduction, 10% refresh rate reduc
&&&&Hawk Talisman  +15% rng dmg and 5% rng crit (only 1 talismand at a time)


Group Buffs
Stalkers Grace IV – 43 dex/con, 5% acc and crit hit (single)
Prowler’s Grace – 43 dex/con, 5% acc and crit hit (whole group)
Bark Shield – 150 ac, 100 sv phys, 25% resistance vs stun (whole group)
Barbshroud III – Reflects a small amount of physical dmg back (single )
Razorshroud –Adds the chance to reflect attacks to defensive target(whole group)
Speed of the wind III – 50% movement speed 5% mount  (single)
Speed of the tempest – 50% movement speed 5% mount, (whole group)
Thorn Cloak IV – 432 ac, + ds (only one cloak on at a time)
Winter Cloak III– When hit 20% atk slow, 70% snare for 6 sec  (only one cloak on at a time)
Summer Cloak  (only one cloak on at a time)

Utility
Nature’s remedy – removes poison/disease
Regrowth V – Heals for 575 + 449 over 12 sec
Entangle IV – Root for 28 sec, deals 2k dmg/28s, 15% chance to break
Entangling web V- snare 70% for 45-55s
Grasp of earth III- Root for 50s, 50% chance to break
Forage – parts for arrows
Fletching – use items from forage to make arrows
Tame III– Charm for 65-80 sec, animal only
Calm Creature – animal only mez
Stuning shot – 2 sec stun, 60 sec reuse, must use range
Scare Creature II– 20 sec fear vs animal, 15 sec refresh

Debuffs
Cripple V- 50% wpn dmg, reduce target dmg by 135 per hit for 15 sec, removes targets stance



&&&&- Learned spells
« Last Edit: September 25, 2007, 03:39:47 PM by Fujitsu » Logged

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« Reply #3 on: September 24, 2007, 08:23:57 PM »

Monk vs Ranger

Endurance attacks
Blade of winter VI-  Decent dmg attack, one of their only melee + dmg, about the same as six dragon strike
Fleetblade IV – weak weak atk, 50% crit to open finishers maybe,
Blade of Summer V - high wpn dmg based atk, although wpn dmg<<<melee dmg
Envenomed Strike III - weak dot <<<< feet of the fire dragon
Sweeping strike IV - pathetic ae
Blade of storms IV - this might be a finisher however as an ae its not bad, about the same as our whirling

Agro Management
Intercept VII - adds hate to ranger, jeering kick (drunken) is 2000x better
Regress IV- hate reduction every 10sec, not even close to fd, only ranger agro debuff, and its weak sause

Bridges
First off the concent of bridges is bad ass, disciples get something similar, wish monks did too.
Freeze – (blade of winter ->blade of winter) stuns for 2 sec -----> amazing for healer interuption
Deadeye – (Deadly shot -> Deadly Shot) not bad if you have low crit rate
Swelter ( Cripply -> Blade of winter ->Blade of summer) fire dot over 40 sec
Whisper of the wind – (Blade of summer->Fleetblade) modifies the dmg of thier most powerful melee finisher
Sidesplit – (Blade of summer -> Envenomed Strike) dmg similar to an exploited weakness

Energy Attacks
Destructive Swarm IV – 1600 dmg / 32 sec (base, lower since they don’t go int)
Nice dmg, however its based on int and as such its closer to 800 dmg over 32 sec making it far worse then it first appears


Range Attacks
Debilitating Shot II – probably the most over powered debuff ive seen
Deadly Shot V – average dmg bow skill
Shocking Arrow VI – slow recast medium dmg atk, chance to stun
Critical Shot V – NICE range dmg, one of a rangers main rng attacks
Poison Shot IV – weak dmg, not worth using
Splitting Arrow IV – weak dmg, but most ae's are, 40% of a monks ae, but useable from range

Finishers ?
*Dusk Arrow III- nice dmg, but rangers already get a better snare
**Blade of equinox V - equivalent of flying kick
**Blade of Solstice III- equivalent of flying kick
***Dawn Arrow V – flying kick with an arrow
***Arrow of the Sun III – flying kick with an arrow
****Windsong V - thousand fist, with the chance to be 1-4 hits, the random nature makes it sketchy
******Hurricane II - weak ae
******Maelstrom- slightly less weak ae

Defensive Finishers
Rancor IV– (after dodge) short term iron fist buff, requires them to be tanking to use
Feral Strike- (after dodge) learned skill, wtf it pwns our learned skill, but again, +crit is only good if ur gear is bad

Self Buffs
Nature’s Guise – Enter stealth
Ferocity V – not a bad buff, no real monk equiv, its a weaker version of secret of celerity
Parry III– our dodge buff but instead theirs never gets better vs higher lvls
Summon Companion- Fluffy!
Tiger Talisman- (only 1 talismand at a time)  ranger version of an Aum - this would be my aum of choice
Panther talisman- (only 1 talismand at a time) ranger version of an aum- useless really
Wind Talisman- (only 1 talismand at a time)  aum ti + aum kor (booo over powered)
Hawk Talisman  (only 1 talismand at a time) ranged version of tiger
wind and hawk are both learned, again makes me feel gyped with reed in the wind


Group Buffs
Stalkers Grace IV – dex acc and crits, mmm nice
Prowler’s Grace – group stalkers grace
Bark Shield – usefull group buff, albeit small ac
Barbshroud III – ds for the tank, not bad but low dmg compared to mobs total hp, still useful
Razorshroud –group barbshroud
Speed of the wind III – nice run speed, good for kiters
Speed of the tempest – group speed of wind
Thorn Cloak IV –(only one cloak on at a time) my personal choice of cloak, ac is nice
Winter Cloak III–(only one cloak on at a time) second choice of cloak, snare and slow are killer combo, but 6sec duration is low
Summer Cloak  (only one cloak on at a time)
Hm by far rangers get the most buffs for other people

Utility
Nature’s remedy – nice if mobs actualy poisoned
Regrowth V – WEAK heal, worse when u count vit, but better then no heal and >>>> ignore pain
Entangle IV – root 1, with dmg
Grasp of earth III- root 2, without dmg (higher break longer duration)
Entangling web V- Snare , this is thier third (dusk arrow and winter cloak)
Forage – parts for arrows, really useful for rangers and bowers
Fletching – see above
Tame III– has its ups and downs, but more ups then downs id say
Calm Creature – see above, less useful then monk/rogue mez imho
Scare Creature II– animal fear...not so good
Stuning shot – this is like rangers 3rd or 4th stun, kinda rediculous
So rangers get snares, roots, stuns, and an animal only mez/charm/fear

Debuffs
Cripple V- like harmonious monks but way weaker
Worth nothing that debilitating shot is also a debuff, and by far the most over powered in game, 20s of no casting is painful

Overall
From a damage stand point, their finishers kinda blow, 400% weapon dmg is about the same as melee dmg.  4 * 150 dmg weapon = 600 dmg + xxx, which is about the same as dual wield melee + xxx.  Off course their range finisher (sun/dawn arrow) is their best, and 1 min timer.

Again as far as regular attacks (non range) go, monk beats ranger hands down.  I mean not even a competion.  Add in range attacks however, and rangers should have just a slight edge.  Their regular range attacks are nice, but they do have their share of useless ones as well.

Where a ranger shines imho, is their utility, group buffs, and self buffs.  They get talisman to mimic aums, however their talisman are far supperior to our aums.   Not to mention 2 of their learned skills are killer talismans.   Their group buffs arent bad, low ac run speed and dex is what a ranger adds, but thats more then monk/rogue. 

Rangers are the masters of movement speed adjustment.  They get 3 snares 3 roots and 3 stuns.  I mean jesus if thats not rediculous, lets add in that they can blow spells for 20s at a time.  Their animal based utility is mostly useless though, only a few outdoor areas and a small handful of dungeons have animals.  Their heals are a nice solution to down time and make ignore pain seem like trash. 

Overall, id say rangers dps comes from their bows, and 1 or 2 finishers, which again leads me to belive their bows are overpowered compared to dual wield weapons.  An over powered bow with 3 good range attacks and some finishers is why rangers do more dps then most people.  However rangers have a crutch, they cant do much agro reduction.  They could spam it, but then they arent doing dps and wouldnt need to spam it, their high dmg attacks coupled with lack of agro management or agro transfer again limits rangers.
« Last Edit: September 25, 2007, 12:15:19 PM by Fujitsu » Logged

Fujitsu
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« Reply #4 on: September 24, 2007, 08:24:24 PM »

Lastly, saving for a conclusions.
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Khana Kopnisien
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« Reply #5 on: September 24, 2007, 11:53:03 PM »

I'll comment where I disagree or having something to add.

Monk Vs Rogue

Self Buffs
Vital Strikes – worthless atm since it uses 2 of the 4 sec on global cool down, aka u get 1 garunteed crit

I'd take this over Dragon's Rage or Cloud Dragon's Ruse any day.

Group Buffs
Blindside – requires a group, same as jing surge honestly

Yeah, when you compare damage versus uses per minute, you might be right.

Utility
Ruin III – Reduce targets dmg 60% (5 hits or 45 sec), requires crit--- nice debuff, but the 5 hit part makes it useless in groups, not bad when solo, and if your solo quivering palm is better imho

My guild rogue buddy didn't mention the 'or 5 hits part'. Seems ok, then.

Debuffs
Imperil – 6 sec of increased crit, not really that great with a 2 min reuse

Again, I'd take it over Dragon's Rage or Cloud Dragon's Ruse any day.

OVERALL

Under maximum optimal circumstances, a rogue should be able to out dps monks (all forms)

But they don't, which I feel has to be mentioned as well. Of all the offensive fighters, I've always felt rogues are balanced best versus us monks.
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« Reply #6 on: September 25, 2007, 04:18:12 AM »

  Does anyone else see the humor in trying to say the monk class is ok by attempting to prove it MIGHT be better than what is generally perceived as the WORST class in the game?!

  Have at it....but it still leaves us 14th or 15th......lol
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« Reply #7 on: September 25, 2007, 05:42:58 AM »

Actualy it was brought up in another thread that rangers and rogues have better dps and utility then monks, so i just wanted to put it all out there, exactly what does each class have/offer.

im still working on the ranger list and its hard, cause theres no good sides detailing their skills.  ATM i have the full list, but lack the details as to which are finishers.  Currently though ranger seems to be the most polished, but with half thier attacks being ranged.  Ill post a preliminary list, and if anyone can find out which are finishers that would be great, also the order would be cool too
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« Reply #8 on: September 25, 2007, 06:35:10 AM »

Verry interesting Fujitsu, continue please.  Nice work.

/bows
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« Reply #9 on: September 25, 2007, 11:37:21 AM »

Monk Vs Rogue

Utility
Blackjack IV – 60sec mez with 30 sec refresh---improved version of our mez by all standards
Escape – fd on a 15 min timer

Unless I'm mistaken, rogue mez, like ours, requires being out of combat.  If so, then it is worth noting our ability to drop out of combat easily.
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« Reply #10 on: September 25, 2007, 11:39:38 AM »

i cant just switch to 50 rogue, so the info i post is from curses/tentonhammer/safe house, and this is probably the best skill description well get,  So i have no clue about the rogue mez, i would assume its the same as monk, in which case they can only use it before a fight, or if they use certain poisons/items i would assume
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« Reply #11 on: September 25, 2007, 11:55:13 AM »

One of my friends has a lowbie rogue and, yah, it is only out of combat.  Don't know if poisons can change that.

My own experiences indicate monks are the better CC class due to FD, as we're better equipt to switch mez targets and to take care of late joining mobs.  But don't know if that is accurate or not, as I don't play a rogue and, well, I'm an old school EQ enchanter, so I'm a lot more crowd control/team support oriented in my playstyle than most.
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« Reply #12 on: September 25, 2007, 12:01:35 PM »

i cant just switch to 50 rogue, so the info i post is from curses/tentonhammer/safe house, and this is probably the best skill description well get,  So i have no clue about the rogue mez, i would assume its the same as monk, in which case they can only use it before a fight, or if they use certain poisons/items i would assume


while you don't want to get into poisons its worth noting that rogues get flechettes that have the effect of a 60s sleep and they can't sleep as many mobs as they can hit in 60s.
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« Reply #13 on: September 25, 2007, 12:20:45 PM »

I'll comment where I disagree or having something to add.

Monk Vs Rogue

Self Buffs
Vital Strikes – worthless atm since it uses 2 of the 4 sec on global cool down, aka u get 1 garunteed crit
I'd take this over Dragon's Rage or Cloud Dragon's Ruse any day.
you do realize that its almost identical to cloud dragon ruse, 1 time per 2 min they can garunte a crit



Debuffs
Imperil – 6 sec of increased crit, not really that great with a 2 min reuse
Again, I'd take it over Dragon's Rage or Cloud Dragon's Ruse any day.
I guess my crit rate is so high that i really dont see a need for 6sec of increased crits, thats 2 maybe 3 attacks

OVERALL

Under maximum optimal circumstances, a rogue should be able to out dps monks (all forms)
But they don't, which I feel has to be mentioned as well. Of all the offensive fighters, I've always felt rogues are balanced best versus us monks.
Rogue is much more closely balanced towards monk then ranger or bard, but then again ranger and bard have both had major tweaks since launch rogue and monk havent... go figure
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dustincfoley@live.com dfoley323
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« Reply #14 on: September 25, 2007, 12:22:43 PM »

i cant just switch to 50 rogue, so the info i post is from curses/tentonhammer/safe house, and this is probably the best skill description well get,  So i have no clue about the rogue mez, i would assume its the same as monk, in which case they can only use it before a fight, or if they use certain poisons/items i would assume


while you don't want to get into poisons its worth noting that rogues get flechettes that have the effect of a 60s sleep and they can't sleep as many mobs as they can hit in 60s.

yeah i keep hearing about flechettes, i really cant seem to find reliable info on the, i will look up poisons / flechettes if i get time now that im done with rangers
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