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 Post subject: Chin Tomb and the warrior/rogue luring issue
PostPosted: Fri Jan 02, 2009 12:23 pm 
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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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 Post subject: Re: Chin Tomb and the warrior/rogue luring issue
PostPosted: Fri Jan 02, 2009 12:47 pm 
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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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 Post subject: Re: Chin Tomb and the warrior/rogue luring issue
PostPosted: Fri Jan 02, 2009 1:11 pm 
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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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 Post subject: Re: Chin Tomb and the warrior/rogue luring issue
PostPosted: Fri Jan 02, 2009 1:42 pm 
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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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 Post subject: Re: Chin Tomb and the warrior/rogue luring issue
PostPosted: Fri Jan 02, 2009 3:01 pm 
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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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 Post subject: Re: Chin Tomb and the warrior/rogue luring issue
PostPosted: Fri Jan 02, 2009 3:10 pm 
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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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 Post subject: Re: Chin Tomb and the warrior/rogue luring issue
PostPosted: Fri Jan 02, 2009 4:18 pm 
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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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 Post subject: Re: Chin Tomb and the warrior/rogue luring issue
PostPosted: Fri Jan 02, 2009 7:29 pm 
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the only rooms where you dont need a lurer are these rooms :D


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 Post subject: Re: Chin Tomb and the warrior/rogue luring issue
PostPosted: Fri Jan 02, 2009 7:56 pm 
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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 subject:
PostPosted: Fri Jan 02, 2009 9:09 pm 
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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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 Post subject: Re: Chin Tomb and the warrior/rogue luring issue
PostPosted: Fri Jan 02, 2009 10:25 pm 
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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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 Post subject: Re: Chin Tomb and the warrior/rogue luring issue
PostPosted: Sat Jan 03, 2009 12:27 am 
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there won't be some kind of group noise at lvl 100 cap


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 Post subject: Re: Chin Tomb and the warrior/rogue luring issue
PostPosted: Sat Jan 03, 2009 1:14 am 
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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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 Post subject: Re: Chin Tomb and the warrior/rogue luring issue
PostPosted: Sat Jan 03, 2009 1:19 am 
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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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 Post subject: Re: Chin Tomb and the warrior/rogue luring issue
PostPosted: Sat Jan 03, 2009 3:03 am 
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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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 Post subject: Re: Chin Tomb and the warrior/rogue luring issue
PostPosted: Sat Jan 03, 2009 10:54 am 
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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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 Post subject: Re: Chin Tomb and the warrior/rogue luring issue
PostPosted: Sat Jan 03, 2009 11:54 am 
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Mirage/Phantasma>Fast/Rapid Shot.


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 Post subject: Re: Chin Tomb and the warrior/rogue luring issue
PostPosted: Sun Jan 04, 2009 9:14 pm 
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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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 Post subject: Re: Chin Tomb and the warrior/rogue luring issue
PostPosted: Mon Jan 05, 2009 12:43 am 
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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.

30m surrounding radius ROX.

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 Post subject: Re: Chin Tomb and the warrior/rogue luring issue
PostPosted: Mon Jan 05, 2009 1:13 am 
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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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 Post subject: Re: Chin Tomb and the warrior/rogue luring issue
PostPosted: Mon Jan 05, 2009 6:08 am 
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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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 Post subject: Re: Chin Tomb and the warrior/rogue luring issue
PostPosted: Mon Jan 05, 2009 11:49 am 
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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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 Post subject: Re: Chin Tomb and the warrior/rogue luring issue
PostPosted: Mon Jan 05, 2009 5:46 pm 
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-.- 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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