Rogue theorycrafting

Eustaquio

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Dec 17, 2023
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I always played rogue or necromancer role in rpg/MMO. In old Mortal I mainly played a mage, but fall in love with thievery skill tree.

In MO2 a lot of features of a rogue play styles are missing (thievery, fist weapons, dual wielding/strike, bribery), but I still wanted to play the most rogueish character posible. The only option are to play an Alvarin with daggers, a lot of dexterity, aim for weakspot (despite the nerf), and put in some necromancy for utility spells that fit the role (atrophy, blind, cloud of ashes), but I guess the viability is almost 0.

I've been theorycrafting for weeks and I'm here asking for your help. Which are your thoughts?
 

CherryKush

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Jan 25, 2022
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I always played rogue or necromancer role in rpg/MMO. In old Mortal I mainly played a mage, but fall in love with thievery skill tree.

In MO2 a lot of features of a rogue play styles are missing (thievery, fist weapons, dual wielding/strike, bribery), but I still wanted to play the most rogueish character posible. The only option are to play an Alvarin with daggers, a lot of dexterity, aim for weakspot (despite the nerf), and put in some necromancy for utility spells that fit the role (atrophy, blind, cloud of ashes), but I guess the viability is almost 0.

I've been theorycrafting for weeks and I'm here asking for your help. Which are your thoughts?
Yeah the closest you can get is a dagger mage so I refuse to sub till they add in snooping, thievery and lockpicking again.
 

finegamingconnoisseur

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May 29, 2020
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A few rogue/assassin skills I could think of:

Sneaking (Primary): Lowers the character to a crouch stance which reduces movement noise and restricts movement to walking speed. Only usable when wearing up to 6kg of soft armours on all body parts with no shields equipped. Prevents sprinting or jogging while in this stance. At highest skill, completely eliminates movement noise and slightly increases movement speed.

Backstab (Primary): Allows the character to perform a critical strike that deals an extra 1-10 damage on top of the weapon's usual output. Only usable when Sneaking with a dagger weapon equipped and attacking from behind the target.

Will post more ideas later.
 
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Jackdstripper

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Jan 8, 2021
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Yes currently Alvarin is the only race that would suit the rogue playstyle. Not only the fact that you can be black (shevra) to hide even better in the shadows, but all their clades are geared towards a ratty/kiting playstyle.

Necromancy has some very good pros and some very bad cons. spells like cloud of ashes and death hand, raise greater walkers are very strong. Being able to cast on the run is also strong. However, the fact that they have such short range, and that they go off at the end of the animation makes them quite hard to land AND incredibly risky to pull off. You have to be close to land the spell, but then you risk taking heavy damage from melee weapons. Disengaging once a melee is on top of you is also very hard because of the high chance of spell interrupt from damage. You are pretty much forced to take out your weapon and parry or die, but at that point all your spells are useless.

So you’d mostly be a dagger fighter with some utility spells from Necromancy. Unfortunately, daggers are quite easy to parry and they have super short range so easy to dodge. If you go with sword then its almost the same build as a death knight. Basically a fast foot fighter with Necro spells.
 
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Emdash

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Sep 22, 2021
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Playing rouge-ish is/was really fun in MO. It's not always about getting kills, but sneaking around and awareness.

I think how you play will be just as important as your build, but yea you likely need to be an elf to start. The theory will be learning the area you wanna play in, who is there, what the response time is when you attack certain guilds, etc.