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Rogue

2,424 bytes added, 11:54, 19 August 2008
Bow Strategy
===Bow Strategy===
If there's a single The key to using a bow effectively, it's learning to shoot is shooting in straight lines and using the dungeon terrain to make against the monsters approach you in straight lines. Use the shift key to hold still, aim in a direction (not at a specific target, if you can help it), and click click click. Most monsters in Diablo and Hellfire walk straight towards the target, and that's where a Rogue's high speed ranged attack becomes devastating. Get them coming right at you, line them up, and pincushion them. Also, monsters with unusual movement patterns don't use them at a great distance. Drakes and Balrogs, for instance, don't dance around or dive in from odd angles when they're at the edge of the screen, so they can be killed more easily the further away they are.
Arrow accuracy decreases over distance, but arrows have very good range. It's very possible to stun lock and kill targets that are well off the visible screen, and a cautious Rogue can turn large, open levels (such as you find in Hell) into virtual bowling alleys. Fire half a dozen shots in a straight line, listen for monster hit sounds, and keep shooting if you get them. If not, move over one step and repeat. Arrows are accurate for about two screens, but and since dungeons are only around 6x6 screens in total size, a rogue near the middle of a level can shoot almost to the far edges in every direction.
Diagonal shots can be used, and they're 100% accurate against stationary targets, such as witches or mages. But against moving targets, straight lines are the way to go. Monsters that advance right at you, such as knights, are much easier to deal with than Drakes or other monsters that skitter around diagonally.
Use doorways and other bottlenecks when possible, such as in the Church and Cats. Corners are very useful too; monsters run into each other and jockey for position when moving, and use if they're rounding a corner and you're nailing the one in front, the others have to pathfind around the one in front. Firing along walls on every level, rather than while standing in the center of room, is another good idea. Many monsters, goatmen and Balrogs for two, run around in circling patterns, until they reach a wall, which they will usually advance along for a few spaces. If your rogue is firing along that wall, the monsters will get drilled when their AI drives them to run along it.
Rogues are better at can stun locking lock enemies from a at point blank range, but it's wiser to force them to keep their distance. Monsters often twitch quickly enough to get in a swing between shots, or if a shot misses. If they're at melee range, they may hit you. If they're 3 or 4 spaces away, they'll try to take a step forward and your next arrow will probably interrupt their movement. And if not, they're still well out of melee range. Also, each shot will stun or stop a monster, turning it into an obstacle to enemies behind it.
Shooting at enemies from Witches are a long range particular favorite of Rogues, since their AI is so easily abused. Most rogues love to enter a room, attract the attention of a good way dozen witches, then lead them back to get hits before a corner. Stand one space back from the corner and watch the witches line up firing at the wall beside you while you pick them off with impunity. Blood Stars don't deal splash damage, so if they don't hit, they don't hurt. Impaled bodies, Cauldrons, and other obstacles can see yoube used just as well as walls and corners.
====Spell Support====
Fire spells along with arrows. Don't forget to kill with magic even while using a bow; a Rogue with high level Fireball and Chain Lightning can devastate enemies with those spells, even when not in mini-mage equipment. On lots of Hell levels one type of monster can be quickly wiped out with Fireball or Chain Lightning, and if you see a cluster of them, let them have it, reserving your arrows for single targets or the resistant/immune enemies you can't nuke. The mana cost of the spells is well worth the time savings.
 
Stone Curse is another very useful skill, both to stop attackers and to stop monsters from attacking. If you're firing at an Advocate with several others on the screen, stone curse some of them. Healing the damage from their Fireballs would cost as much or more mana as the stone curses, and that's especially true if you're using Mana Shield. It's also useful to stone curse one type of monster in a mixed mob; stone that one Steel Lord that's marching towards you while you pick off the half dozen much lower damage/hit points mages around the corners of the room.
 
Besides Stone Curse, the most useful Rogue spell is probably Teleport. The best way to deal with monsters is to shoot them from a distance, and the best way to maintain that distance against packs of approaching enemies is to teleport back. Fire in a line and get all the hits you can, teleport back a full screen when the monsters are almost in melee range, and keep firing.
====Bow Damage Limitation====
For this reason, many high level rogues prefer to find a bow that adds resistance with the prefix (Obsidian or Emerald, ideally), since there isn't that much difference in damage, and a substantial resistance bonus from the bow frees up other equipment slots to pursue other bonuses. (This generally results in more mana, since the only useful high level jewelry prefixes grant resistance or +mana, and if an obsidian or other resistance ring/amulet is taken off, the best alternative is usually drakes or dragons of _______.)
 
==Rogue Lore==
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