Chin Tomb and the warrior/rogue luring issue

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Niani
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Chin Tomb and the warrior/rogue luring issue

Post by Niani »

I was wondering, given that ppl generally ignore Rogues for luring in parties, which is one of their main jobs in a party; for a warrior, who's not intended to be a lurer.

Will this continue in the the new dungeon? or will Rogue's somehow become needed or get priority for luring?

I play this game for PvE but finding a party for a Rogue is impossible, which is why I made my sub a warrior
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Re: Chin Tomb and the warrior/rogue luring issue

Post by BloodyBlade »

Well depends on where you grind in the tomb tbh :D

Ill give you a vid of some english players in the tomb;

http://www.youtube.com/watch?v=1xfK3Tvw ... annel_page


There's 1 rogue in it, who does almost nothing, so I think the team would do well without the him, so I don't think rogues are needed in tomb =/

(Players are lv80~90 btw)
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Re: Chin Tomb and the warrior/rogue luring issue

Post by monkey. »

He is doing close lures. I think rogue is under rated. Also one more reason to go rogue/cleric. Tanking cleric is nice. Thats rly common in kSRO. Most clerics are STR based.
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Re: Chin Tomb and the warrior/rogue luring issue

Post by xZhang_Liaox »

monkey. wrote:He is doing close lures. I think rogue is under rated. Also one more reason to go rogue/cleric. Tanking cleric is nice. Thats rly common in kSRO. Most clerics are STR based.


yeah and don`t forget that they can`t cast many healing skills like a pure int cleric (only if a bard with mana cycle/orbit he can almost spam healing skills like a pure int).
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Re: Chin Tomb and the warrior/rogue luring issue

Post by Dante »

in that party stile from our video (shown above)
a rogue is really nice
i'll give protect to wizz and rogue.
cleric don't need because he just use healing orbit and some heal skills, and our cleric got warrior lvl 10 (shield crush :D)

and now if our rogue pulls some monsters and attack them 1 or 2 times they will ran autmotically towards me (tank)
so i dont even need to move.
but with more wizzies, i dont know if it will work as well as with 1 wizzard

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Re: Chin Tomb and the warrior/rogue luring issue

Post by -.- »

um... looking at the video, i'd say you would need rogue (or maybe bow)

the rooms were too big to run around chasing mobs and without a lurer in movie, they only fought a few mobs at a time

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Re: Chin Tomb and the warrior/rogue luring issue

Post by BloodyBlade »

Dante wrote:in that party stile from our video (shown above)
a rogue is really nice
i'll give protect to wizz and rogue.
cleric don't need because he just use healing orbit and some heal skills, and our cleric got warrior lvl 10 (shield crush :D)

and now if our rogue pulls some monsters and attack them 1 or 2 times they will ran autmotically towards me (tank)
so i dont even need to move.
but with more wizzies, i dont know if it will work as well as with 1 wizzard

Srry, forgot to give you guys credits :D :love:
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Re: Chin Tomb and the warrior/rogue luring issue

Post by Dante »

the only rooms where you dont need a lurer are these rooms :D
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Re: Chin Tomb and the warrior/rogue luring issue

Post by BloodyBlade »

Dante wrote:the only rooms where you dont need a lurer are these rooms :D

Thats the room for the colored keys right? :D

I miss your uni btw xD
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Post by penfold1992 »

im going to plan my route from 90 even thou im only 77 LVLED UP 2DAY!!!!!!lol
i want to plan the route from like 87-100, is there any mob descriptions and lvls telling me whether they are mag/phy or both?

thanks in advance
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Re: Chin Tomb and the warrior/rogue luring issue

Post by /Pi »

That's pretty much one of the main options talked about in the Venus Confederation. There are a couple of Warrior/Clerics in Venus who can be full time clerics. They're not as good as the int ones but the fact that it is doable at higher levels (thanks to healing orbit) makes paladins powerful party players. Warrior buffs are hardly necessary on the str cleric. With the spare buffs, you can give it to one of the battle bards or even take in a rogue in exchange of one class.

It's an option. It's not the best setup but it's been there all along. It's just that at higher levels, it's more workable especially in such large rooms.

It's the group buffs that gives a new level of gameplay. Healing orbit allows then roles of combat clerics. Mana orbit gives you two battle bards. The group noise, at 100 cap iirc, will be somewhat beneficial.

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Re: Chin Tomb and the warrior/rogue luring issue

Post by Dante »

there won't be some kind of group noise at lvl 100 cap

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Re: Chin Tomb and the warrior/rogue luring issue

Post by /Pi »

Dante wrote:there won't be some kind of group noise at lvl 100 cap


Dammit. That got my hopes up.

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Re: Chin Tomb and the warrior/rogue luring issue

Post by penfold1992 »

Prophet Izaach wrote:
Dante wrote:there won't be some kind of group noise at lvl 100 cap


Dammit. That got my hopes up.


lol me 2. if there was id plvl a bard with a 0 gap no skills to lvl 100 just to get bard. and by plvl to lvl 90 with no skills i god damn mean it. i would grind in a party with my main JUST to lvl it up with me for group noise lol
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Re: Chin Tomb and the warrior/rogue luring issue

Post by _EagleEye_ »

rogues r great for luring.. the fast shot has longest range and spreads to 3 mobs its perfect.. i always see rogues in party doing that
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Re: Chin Tomb and the warrior/rogue luring issue

Post by BloodyBlade »

advisor wrote:rogues r great for luring.. the fast shot has longest range and spreads to 3 mobs its perfect.. i always see rogues in party doing that

Yeah probably because thats their job :roll:
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Re: Chin Tomb and the warrior/rogue luring issue

Post by Redd »

Mirage/Phantasma>Fast/Rapid Shot.

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Re: Chin Tomb and the warrior/rogue luring issue

Post by Shadowfox542 »

xZhang_Liaox wrote:
monkey. wrote:He is doing close lures. I think rogue is under rated. Also one more reason to go rogue/cleric. Tanking cleric is nice. Thats rly common in kSRO. Most clerics are STR based.


yeah and don`t forget that they can`t cast many healing skills like a pure int cleric (only if a bard with mana cycle/orbit he can almost spam healing skills like a pure int).


Rogue Cleric Capped n farmed.

Charity Light Armor buffs give massive str/int/phy/mag buffs to everyone

And you easily have enough MP to cast Healing Orbit every 16 seconds, just uses 1 pot.

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Re: Chin Tomb and the warrior/rogue luring issue

Post by AkillerNXC »

Redd wrote:Mirage/Phantasma>Fast/Rapid Shot.


Exactly. Stick with the current set up, but include Warlock's as a must. Warlocks lure better then warriors, and equally as good as rogues.

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Re: Chin Tomb and the warrior/rogue luring issue

Post by sama98b »

ppl in ksro realized everyone can equip and use bow :P
light+lion shouts same as fast and good
no1 needs rouges to lure
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Re: Chin Tomb and the warrior/rogue luring issue

Post by -.- »

so in ksro they waste slots on lv 1 bow + arrows? then weapon switch as the mobs get to them?
isnt the spear/sword range attacks same range as normal bow attack? 15m to bow's 18m?

sword also has that attack like mind bow (dont know sword names :S one of the dances)

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Re: Chin Tomb and the warrior/rogue luring issue

Post by I_R_Powerpuff »

Dante wrote:the only rooms where you dont need a lurer are these rooms :D

Oooh.. I'd LOVE to take a nuker in Zerk there... :love:

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Re: Chin Tomb and the warrior/rogue luring issue

Post by sama98b »

-.- wrote:so in ksro they waste slots on lv 1 bow + arrows? then weapon switch as the mobs get to them?
isnt the spear/sword range attacks same range as normal bow attack? 15m to bow's 18m?

sword also has that attack like mind bow (dont know sword names :S one of the dances)


Bow normal hit is fast and just a double click on every mob, when you are in shared pt
agro is increased so normal hit 1 and others in range attack too.

Ppl in ksro don't ks, you can see 2/3 ppl on the is pleveling and some use that bow luring
attack 10-50 and then switch weapon and just aoe them at ones.
In isro this doesn't work because everyone ks-ing.

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