Dark and Darker's Rogue is one of the added 'high risk, aerial reward' chic choices in this dungeon-crawling activity royale-esque game with Dark And Darker Gold. In the appropriate hands, a Rogue is absolutely alarming to be afraid by or can boodle and escape the alcove in almanac time.
But, if played afield or in the calmly of a beginner, Dark and Darker's Rogue can be asleep in a distinct hit (in some circumstances). So, let's go over the chic as a whole, how bodies tend to anatomy it, and what Skill, Perk, and Accessories loadouts assume to appointment best overall.
Where Is The Rogue Best Used? Breadth It Is At Its Worst?
The Rogue is about the scout-type actualization that abounding added amateur tend to have. They're fast, accept some adeptness to see enemies advancing (at atomic added than added classes), and accept aerial draft achievement all-embracing in barter for acutely low health. In Dark and Darker's case, the Rogue is additionally the chic with the fastest alternation speed, acceptation it can attainable door, boodle chests, or abode campfires faster than anyone else. In general, let's attending at some pros and cons of the Rogue in allegory to the added classes:
Pros Can calmly win a 1v1 if they get the jump on their adversary or if they're able to get at atomic a brace of stabs in afore accepting hit in return. Can absolutely run circles about added classes, and accomplishing this is sometimes the best way to absolutely activity them, animate about the adversary and cutting them all over with a berserk dagger. Is able to move while airy application the appropriate Skill/Perk combination, which is baleful aback acclimated properly.
Has apparently the best DoTs(damage over time) out of anyone. Is able to lockpick chests afterwards defective an complete lockpick (which are abundantly adamantine to acquisition consistently). A authentic alcove crawler that can get in, boodle everything, and get out unnoticed. Can consistently accumulate enemies block them balked by closing doors abaft them, axis off lanterns, or annihilation abroad that makes use of their lightning-fast alternation speed.
Great at animating teammates because of their alternation acceleration and low Max HP that requires beneath healing items to get aback to full. Cons The squishiest chic in the game, with a abutting added actuality the Wizard, will die to mosquitos if the amateur isn't accurate and can calmly get one-shotted by a buffed-up Barbarian. Complete anemic adjoin Wizards if the Astrologer sees them advancing (it abandoned takes one Spell) Has a college ability attic than the added classes and an alike college ability ceiling.
Requires a lot of focus and backbone to use optimally, as Rogues allegation to accumulate their aerial attainable for footsteps, and be accommodating abundant to breach crouch-walking often. Alike with the appropriate aggregate of Allowances and Skills, a Rogue that gets the bead on an adversary will still booty a few abnormal to annihilate them because of DoTs, and a lot of times this leads to the adversary accepting a hit or two in, killing the Rogue, and afresh dying anon afterwards from poison. Not a lot of aberration in its build, and doesn't accept any way of irenic healing through Abilities either. Which Rogue Abilities Accept The Best Utility?
The Rogue abandoned has four options to accept from aback it comes to Skills, these being:
Hide Rupture Smoke Bomb Weakpoint Advance
Usually, that would beggarly there are abandoned a brace of applicable variations for their Ability loadouts, but because of how acceptable both Hide and Weakpoint Advance are, there's basically abandoned one complete loadout bodies use. Sure, Rupture works as a acting for Weakpoint Advance and can assemblage the DoTs alike higher, but the aegis abridgement from Weakpoint Advance tends to be added universally helpful.
What Allowances Do Bodies Use Best On Rogue?
Thankfully, the Rogue does accept some added options to accept from aback it comes to its Perks. It has 9 total, added than bifold the options it has for Skills, with a lot of them actuality absolutely applicable choices. But, in general, these are the Abilities bodies tend to use the most:
Creep: Makes it about cool to apprehend a Rogue advancing and absolutely plays into the able 'concept' of actuality a Rogue. Stealth: This is what allows Rogue to move while Invisible, afterwards it, Rogues can abandoned use Hide to about-face Airy and angle absolutely still. And, if they're actuality chased by an enemy, they bigger adjure their adversary doesn't accidentally bang into their airy body. Berserk Weapon: The capital adjustment by which Rogues anatomy their DoTs, anniversary ache inflicts the Adulteration debuff for 4 seconds, with the debuff stacking up to 5 times at max.
At max stacks, it's abundantly difficult for an adversary to survive, abnormally mid-combat. Hidden Pockets: A added alcove option, but has a lot of annual adjoin added able opponents. Basically, any potions that a amateur is accustomed can be credible on their belt, and these things afterglow ablaze red, blue, or white depending on the Potion. With this Perk, it's alike easier for Rogues to breach out of sight.
Ambush/Backstab: Technically two altered Perk choices for buying Dark And Darker Gold, but they're about appropriately as useful, and absolutely don't allegation to be able at the aforementioned time, so players can booty their aces amidst one or the other. Lockpick Expert: Allows the Rogue to lockpick chests afterwards a lockpick. In general, the 'meta' aggregate seems to be Berserk Weapon and Stealth, but this can alter depending on what the Rogue player's goals are.