Why go Warlock with Rogue? An interesting thing about Rogues is that they really don't need the debuffs to kill. It's the one of the highest, constant hitting damage dealers on the euro side. What makes this build good is all the "interruptions" that come with your sub. All that's needed at times is a good stun to finish someone off.
Stats ~
Your main mastery's Rogue, which inflicts physical attacks, so the only logical way to go is to add nothing but str.
Gear ~

Really depends on you (LA or Robes), but I'd suggest going with Light Armor as it's inbetween the spectrum in both phy/mag defenses. Whereas Heavy Armor lacks in magical defense, but has the highest physical defense and Robes lack physical defense, but has the highest magical defense.
(Phy) HA |------------| LA |------------| R (Mag)
Daggers:
Your main damage dealing weapon. It has a fast attack speed, but it has a very small reach (Doesn't do as well against ranged weapons, but that's why you get xbow as well).
For your Daggers, you'll be wanting one with a phy attk/rein of +40% (the higher the better). You'll also be wanting ones with a crit of 14+ (your crits can wreck havok)...as for the Attack Rating, try to get ones with +30%.
Xbow:
Your second weapon handy for people running away or to use in a combo.
Same as for Daggers. Phy attk/rein +40%, crit of 14+, though Attack Rating isn't as important for Xbow as it is for Daggers.
Dark Staff / Shield:

The thing that causes the most problems for people fighting you. You are a Pure Str, so your magical damage will be lacking big time. Try to get a Dark Staff with mag attk/rein of +40% (the higher the better...I'll get into that later).
As for the shield, you'll want to go w/ +30% stats for the phy/mag def pwr/reins and a block ratio (BR) of 16+.
Skills ~Rogue: lvl 0 -> 120 Mastery ~ 640,042 SP
Silent Expert lvl 120 Maxed ~ 70,262 SP
Stealth Extention: Extends the period of time you remain in Stealth. I'll say optional, though it helps if you're sometimes forgetful on things.
Stealth lvl 120 Maxed ~ 141,145 SP
Stealth: This is an important skill to have for jobbing. Can give you a favoring hand. Max it.
Destealth: Detect other rogues in stealth. Max it, as well.
Scorn: Makes it so whoever you use this on, they attack you. Can save your group member's life in a group pvp basis. Get lv1 of both scorn and gross scorn. Please note, that this skill was changed, which requires your daggers or xbow out (to stay on the target).
Poison lvl 120 Maxed ~ 111,032 SP

Poison Field, Poison Trap & Bane Field, Vein Trap: Optional. These are mainly only for 8/8 lvling pts. These can keep the aggro on you while the ints kill the mobs. As for the Poison Circle skill: For PvP, a cleric comes more in handy, since holyspell isn't weapon dependant (for the one who casts it, unlike poison circle), since you'll be weapon switching a lot you won't need it for that, however, for PvE, it'll help with some of the Jangan Tomb mobs.
Mask Change lv3 ~ 477 SP
Monster Mask: Optional. Can get monster mask to lv3 to be able to make kokoru masks (helps in jobbing). Also can get you around places fast, great for the jangan tomb.
Crossbow Expert lvl 120 Maxed ~ 335,943 SP

Max all the passives and Crossbow Extreme.
Crossbow lvl 120 Maxed ~ 404,560 SP (lv1 fast shot)


For the skills, max all except Fast shot / Rapid shot. (optional to max them). Fast shot's there for luring in 8/8 pts, can do fine with just lv1 of it.
Silent Expert lvl 120 Maxed ~ 312,497 SP (No Stealth Dagger & Quick Step)
lvl 120 Maxed ~ 462,948 SP (With Stealth Dagger & Quick Step)

Max Dagger Power Up, Hawk Eye, and Dagger Desperate.

Stealth Dagger and Quick Step are optional, you can do fine without them.
Dagger Charge lvl 120 Maxed ~ 457,849 SP


For skills, Wounds / Mortal Wounds, Combo Blow / Butterfly Blow, Scud, and Prick are your main useful skills.

lvl 120 Maxed ~ 153,877 SP (lv1 Spinning)
Screw can be optional, but I suggest maxing it, as it can stun (more useful if you have disease on someone). Spinning can be helpful at times, especially during the cooldown of your more powerful attacks.
Total SP ~ 2,446,390 SP (excluding optionals: Poison, Silent Expert, Stealth Dagger & Quick Step)
Warlock:lvl 0 -> 120 Mastery ~ 640,042 SP
Mind Control lvl 120 Maxed ~ 37,840 SP
Strap: Makes it so your DoTs last longer and raises your chance to gain a Beserker Orb. Optional to get, but can be useful against people with cleric subs and for 8/8 pts.
Dark Mentalist lv 24 Decayed & lv 12 Dark Decayed (Bleed DoTs) ~ 212,907 SP
DoTs (Damage Over Time)
: I only suggest getting Decayed (to lv24) and Dark Decayed (to lv12), as it causes bleed which goes through holyspell and reduces the phy/mag defense of whatever it's on.

lvl 1 (other AoE) ~ 3,688 SP
You can get lvl 1 of the other AoE's (Dark Blaze, Toxin Invasion, Dark Breath) ....but that's mainly for 8/8 pts when you're locking (for faster zerk gain).
Raze lvl 120 Maxed ~ 148,446 SP

You'll only really need Physical (Lowers Phy Def), Combat (Lowers Attack Power), and Courage (Lowers Mag & Phy Def) Razes.

lvl 120 Maxed ~ 154,371 SP
Don't really need the Ravages, as they take longer to cast than their Raze counterparts. However, you can use Courage & Combat Ravage when you're being ganged up on by people without holyspell and for 8/8 pts.

lvl 120 Maxed ~ 108,658 SP
If you go Str Locking in a pt...you might wanna get the other debuffs, Magical Raze / Ravage (Lowers Mag Def), so the ints do more damage.
Bloody Swarm lvl 120 Maxed ~ 224,190 SP

Max both Red Flower (need this for bloody / death trap and your stuns) and Trap Booster.
Blood lvl 120 Maxed (lv4 Bloody Trap) ~ 36,781 SP

Only get Bloody Trap and Death Trap. You can get Bloody Trap to lv4 before you're able to get your 100% probability AoE Trap. These are your absolute damage skills.
Soul Pressure lvl 120 Maxed ~ 113,644 SP

Max both Dazes. They're your 80% successful (w/o disease) stuns.
Evil Swell lvl 120 Maxed ~ 153,928 SP
Bloody Aim: Max it. It increases the hp gain from Vampire Touch while also being needed for the skills below.
Cruel Spell lvl 120 Maxed (lv4 Reflect) ~ 362,307 SP


Get Reflect to lv4 to be able to get Advanced Reflect (Maxed, it reflects 150% of damage done to you). Max both Vampire Touch / Kiss. Touch has a faster cast time than Kiss and the amount of hp taken is dependant on Blood Aim passive and the stats on your Dark Staff. Vampire Touch can give you about 4,000, give or take, hp at 90, while Vampire Kiss can give around 10,000 from 5 targets at the same level range.
quoted from Vapore:
"Always max both and have a powerful warlock rod (dark staff)."

lvl 120 Maxed ~ 138,994 SP
Shadow Armor / Dusk Armor: This is your other Absolute damage skill. This is optional, as the target needs to be next to you to be affected by it, however, this deals x amount of damage every other second to those in range.

lvl 120 Maxed ~ 53,236 SP
Scream Mask: Optional (causes whatever's attacking someone with it on to get stunned).
Dim Haze

lvl 120 Maxed ~ 113,644 SP
Max both Slumbers (it prevents the person from attacking for 20 secs or as long as they haven't taken damage while it's active).

lvl 120 Maxed ~ 53,236 SP
Wheel Bind is a must. Though, you can just get Wheel Bind (not Recovery Bind). Since this skill is only useful for PvP, you can take the single target one. This status messes up the person's hp pot healing.
Total SP ~ 2,359,994 SP (excluding lv1 AoE DoTs, Dusk Armor, & Scream Mask)
Complete Total SP ~ 4,806,384 SPPvE:One thing about this build that stands out is the amount of sp needed for the skills. What I recommend is to farm as soon as possible. Doing a Progressive Gap (second digit of level; x5 = 5 gap, and so on) can work fine, though there are requirements for this, such as people also doing it so you have a core group to grind with.
Solo Grind ~
You can grind fine at mobs 5 ~ 9 levels higher than you. Just remember, if you can 2 hit it, it's all good, 3 hits might slow you down a tad, and 4 hits you could move down to a lower level mob or a mob with less hp to level slightly faster.
To sum it all up: Xbow for normal / champion mobs (with extreme) and a mix of Xbow or Daggers / Dark Staff for Giants or when getting mobbed.
8 Man Party ~
There are about 2 general party setups used (when everyone's in similar lvl ranges):
I:
1 Warrior
1 Rogue
1 Cleric
2 Bards
3 Wizards / 2 Wizards & 1 Warlock
Normally, parties have 2 warriors, but in this instance, you're replacing one of them. The tank (warrior) should stay with the party to protect them and to hold aggro / tank your lures. At first, don't start out with luring a lot of mobs; gauge how many mobs the party can handle and adjust to them. As the warrior's tanking the lure and the ints are killing, you'll be able to warlock for the party if there isn't already one.
II:
2 Warriors
1 Rogue
1 Cleric
1 Bard
3 Wizards / 2 Wizards & 1 Warlock
In this case, you might just use your sub if there's not already a warlock, or you could be the lurer again, though this time, you can lure more. Again, gauge how much the party can handle.
Here, you can also throw in the use of your daggers. With Dagger Desperate on, you'll be able to draw aggro on you if a mob wonders away from the tanks and attacks an int.
PvP: I'd like to say that it's best to get off your fast attacks first, then your slowest (prick) when you're trying to kill in certain situations. This build isn't made for tanking, it's for quick killing. Other than that, there's basically 3 categories people fall into: Non-Immune, Semi-Immune, or Immune.
Non-Immune:These aren't hard at all, in most cases. Start out with a Vampire Touch to try and get Disease (makes statuses easier to succeed) on them, then use Combat Raze, Stun, Courage Raze, Physical Raze, Wheel Bind, Bloody Trap...
Now here's where I put into consideration certain things:
* You can Sleep. If Bloody Trap explodes, the sleep will be canceled, as will attacking them.
* You can put Decayed, Curse Breath (causes Dull), Stun, and switch to daggers or xbow to try to kill 'em.
* Or once you've fully debuffed them (without DoTs), put on sleep, then switch to daggers, DD, prick, and combo / butterfly blow. (They can attack back after the 1st hit, though).
There's one mastery people take (mainly sub for this category) that's the same as yours (warlock). I'll just say this: use purification pills, not just for every debuff, but for the ones that cause the most problems, like Panic. I'll get into why in the next category.
Generally speaking however, this match up is more decided by whomever stuns first.
Semi-Immune:These are your kind of pain in the ass, yet can be dealt with. There's practically two ways to get rid of debuffs without having a cleric handy: Pills or the Force Tree.
Now, one way to figure out if someone's using special pills: You follow the steps above until they're fully debuffed and see if your statuses go away. Or, you can fully debuff them and switch to daggers while keeping an eye out on their debuffs, if they disappear soon after you've cast them, you got a pill user (Not to forget to mention the pill usage animation).
If they are using pills, you have
15 seconds to re-debuff them and deal w/ them before they can re-pill the statuses off.
Get Disease, Combat Raze, Physical / Courage Raze, Wheel bind, and then Stun. Turn on DD (Dagger Desperate), then Prick. If they lived through that, follow up with Combo / Butterfly Blow, and then a Wounds / Mortal Wounds if they lived through that, as well.
Now, chinese force users are another story. They're a mix of cleric and warlock into one, but not quite as effective as either or in each category. A good way to figure out if they're a force user is simply by them trying to debuff you or when they use Force Cure / Cure Therapy to get rid of your debuffs. (Force Cure takes longer to cast, but has a cooldown for 2.1 secs, where Cure Therapy is faster, but has a 30 sec cooldown).
Here's when you put into consideration you might be at a slight disadvantage:
* They can debuff you
* They can cure off your debuffs
* They can heal themselves
* They can stun you for 5 sec w/ a 20 sec CD (to skill)
Now, one thing you have an advantage over them is all your interruptions (stun, sleep, kb, & kd) alongside one thing they don't have: Disease.
Start out getting Disease and Impotent on them. Stun, then put Decayed (Bleed DoT), Physical Raze, and Courage Raze. Then use Wheel Bind, about now the stun should have ended, so quickly bloody / death trap and stun them again (AoE one).
From there you can either, DD and kill them off with Daggers, or KD + Wounds combo (will get into that below) them.
Now, your Pill using Force Users are another story, but you'd just need to mix both categories of this division into 1.
Immune:These are your major pains in the ass. However, there are ways to come out on top. Just remember to put Advanced Reflect on before you get started.
First off, know what can go through Holyword / Holyspell based on certain conditions:



Disease (Low Chances of going through now), Stun, and Bleed (Decayed) all go through these skills, however, if you're facing someone in LA/Robes with their cleric rod out, you'll have little chance of getting some of those through. Warriors using Dual Axes with Holyspell on, same case.
Why that's so is because of 3 certain passives:
Now you know, here's one tip to put to good use: Use hp and vigor grains. It cuts your pot delay from 15 secs to 4 secs.
(15) 

---------------

(4) As for why this is better:
Anyways...
Start off with Vampire Touch and get Disease on, go to Stun, 'n then put Decay (Bleed) on them.
Here's a tip to use: Use both Decayed and Dark Decayed (Single 'n AoE Bleed DoT) to increase your chances of getting Bleed on them.
Switch to your xbow and try to knock them down with Blast / Hurricane Shot. If they were KD'd, switch to daggers, turn on DD, then Scud, and do a Wounds / Mortal Wounds. If they lived through that, Combo / Butterfly Blow as they're getting up. If they didn't get knocked down, you can knock them back with Power / Intense Shot and try again, or switch to Dark Staff / Shield, Stun them, and try to knockdown from there.
Now if by some chance they lived through the KD + Wounds combo and its after attacks, quickly switch back to your Dark Staff and Shield and try again. You can do that, or simply stun, DD then go to Prick them followed by a Combo / Butterfly Blow.
Another thing to take to note is the use of scorn. This takes right timing and observation of whoever you're fighting. Once they're switching to a light staff (cleric rod) to heal cycle (single target heals), scorn them, and you'll get it instead.
These are just some things to consider when fighting someone, of course, you can mix things up with things dependent on the specific build under each category you're dueling.
Always remember: Know my foe, know myself.
If you have any suggestions, questions, or comments, please, feel free to post them.