Rogue class mechanics Question

Hello rogues,

I would like for you all to share how important and impactful the Rogue class mechanic feels to you. (Combo Points, Preparation, Inner Sight)

I play with Sorc and know nothing about Rogues, but I do believe that your class mechanic is the most interesting. The question is, does it really work? Does it completely change the play style or is just a fancy buff?

Thanks for your time and your wisdom.

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  • Inner Sight: has a downtime of 4 seconds and the “bar” is filled almost instantly. The enemy where the mark spawns is always somewhere a Rogue is damaging anyway, so it doesnt change play style. Duration of Inner Sight can be extended with Tempering so the specialisation is basically a random buff that a player doesnt need to take care off.
  • Combo Points: Havent used them in a long time so dont take my words for it, but my impression is that it makes more sense to spam one or the other, Base or Core within a corresponding build, and dont use a combination like the specialization suggests, which means combo points cant be used. The effects combo points grant are mostly damage.
  • Preparation: This makes a cooldown spam fest out of the Rogue skill tree. 75 Energy are gone in a second and Ultimate cooldowns are also lowered through other sources so everything in the skill bar will reset very frequently.

In short: The specialisations are rather mindless. I think Sorc has more interesting options.

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It seems that both Inner Sight and Preparation are all about spamming skills (resource and CD, respectively). But all classes do that in the end.
While Combo Points was supposed to be more technical. But I guess that casting 4 times a core skill is better than 3 basic and 1 core.

A shame, to be honest. I find all class mechanics interesting in concept. But they are falling flat most of the time. I can say that Sorc’s Enchantments are hardly useful (some niche cases mostly) and now, for what you said, Rogue’s don’t do much either.

Well, I will keep studying all class mechanics and try to understand what works and what doesn’t.

Thanks for the reply.

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Combo points are used as a dance between first using basic skills( to charge up points) and second to release those extra points with a core skill. The core skills show how each combo point will influence the skill.
They dodfer with each skill but examples are… increases dmg, increase attck speed, increase number of arrows shot, increase seconds of channeling.
You can temper double basic chance to decrease # times needed to use basic attack.
Theres a unique dagger that can have a chance to give 3 combo points instantly.
You can temper on chill and poison to basic attacks which synergizes well.

Inner sight… Well… i never really used . Didnt really fit into my stnergies or playstyle. Maybe in the future.

Preperation is nice if you utilize an ult and cooldowns. I have a build with no basic attack here. You can basically get it to where you use death trap or rain of arrrows every few seconds. Especially combined with flickersteps.
There are a lot of evading synergies such as dropping nades, gain shields, gain stealth (plus drop nades in and out of stealth).

I used to run combo points and not have any ults. Now i run preperation and cooldowns with no basic. So basically opposite haha.
I like shadow clone and imbuements mainly so i try synergizing with that.

There are many ways to synergize things now based on your play style so its nice. Certain uniques really bring out some cool playstyles and synergies that you couldnt do before.

Anyways hopes this helps out some.

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