Othell Rogue guide: Othell Rogue, Goddess of Destruction
A guide to the Othell Rogue class for Lineage 2 Goddess of Destruction: how to go through awakening, which skills to take, what to wear and where to level. This guide covers all the main questions about playing an Othell Rogue. The guide is up to date for Goddess of Destruction Chapter 1 - Awakening. You can leave your questions/suggestions in the comments. When republishing this guide on other forums, a link to the author is required. It was based on the guide by Alioth [Guide] Yul Archer. More sections will be added later.
Contents |
Choosing a race
So, you've decided to play a rogue, and the first key question you face is choosing a race. The best race is the Dark Elf. The Dark Elf is better suited for PvE and PvP 7x7 because of the highest base STR (92) and the racial skills Disparition (removes all debuffs, prevents the character from being targeted for 5 sec. and increases Speed by 30), Dark Presence (increases STR by 1 at night), Sharpness (increases critical damage by 208).
Tattoos
A rogue needs to pump STR as much as possible. Why STR? It's simple: compared to the other stats, this one gives the biggest bonus, namely P. Atk., Critical Damage and, most importantly, the Skill Mastery chance. So all 3 tattoos should go into it; which of all possible dyes to buy depends only on your budget. Ideally you should have 3 dyes Legendary Dye Lv. 5 - STR (STR+5 DEX+1 Fire resistance +25) or Giant's Dye Lv. 5 - STR. The budget option is Legendary Dye Lv. 1 - STR (STR+3 DEX-1 Fire resistance +5); you can run around with these until you find the adena for the more expensive option.
Subclass skills
Definitely worth learning: Subclass - MP/Time Reduction Lv. 3. Reduces skill reuse and their MP. consumption by 3%. Subclass - P. Def./M. Def. Increase Lv. 6. P. Def. +90, M. Def. +90.
With the remaining 3 certificates you can learn whatever you like.
Armor, weapons
The armor set is chosen by level and budget, and unsealed into Enhanced. Single dagger or dual daggers? Since you have a long leveling road ahead, the choice clearly goes to dual daggers, since they have higher P. Atk. They are also good in PvP, given that auto-attack matters a lot in these chronicles, because there are fewer abilities and they have long reuse times. As for SA, put in Focus only if you often level without proper buffs, or if with full buffs you don't hit the cap (maximum) of physical critical rate. The second SA, Damage Increase, adds too little P. Atk. compared to a rogue's total P. Atk. and skill power. In any case, the main bonus of SA is 5% damage in PvP.
At level 85, the best gear up to level 95 will be top R items, namely
Twilight Leather Armor Enhance Type / Light
Apocalypse Dual Dagger 150\300 attribute. Armor attribute isn't that critical for leveling either, but I recommend having at least 120 resistance to the attribute of the mobs you level on. Enchanting daggers and the set to +4 and above doesn't give a significant boost, so you don't have to bother with it until level 95. At level 95 you already need to make the set 900\1800 attribute and enchant it to +4-+6, since it's still a long way to 99.
Jewelry
Rings should in any case be for critical damage, even at the expense of M. Def. Budget option: Queen Ant's Ring + Baium's Ring; ideally: Octavis's Ring + Earth Wyrm Heart Ring. If money is really tight, for leveling at first you can get by with Queen Ant's Ring + Olympiad Warrior's Ring. Earrings for leveling/PvP are better chosen for maximum M. Def.; for the Olympiad I recommend Istina's Earring + Antharas's Earring / Blessed Earring of Zaken, because, contrary to the opinion that the epic earrings were seriously nerfed and are useless, they still give a boost to stun\bleed and protection from it. The best necklace is Istina's Necklace. It's a good option in terms of M. Def. and 10% skill reuse. I don't recommend wearing the Necklace of Frintezza, since its M. Def. is very low and skill reuse 5%; it's useful in the Olympiad against physical classes, where M. Def. isn't that important, and it gives 15% resistance\chance for stun\paralysis and 25% resistance\chance for bleed.
Hair Accessory
There are 2 hats suitable for a rogue: Demon Circlet (P. Atk.) +5% P. Atk.: lets you push P. Atk. as high as possible and so deal max damage with auto-attack on raid bosses. Rabbit Ear (STR) +3 STR: the P. Atk. bonus is lower, but it increases the Skill Mastery proc chance.
Belt, shirt
An Othell Rogue first of all needs a belt with Skill Attack during PVP The other belts are quite usable too and have their place. The shirt should be Olf's at +6 or higher.
Augments
For the main weapon, the best augment is passive Reflect Damage Lv. 3. Among active augments, the best is again Reflect Damage Lv. 3; Lesser Celestial Shield Lv. 1, Heal Lv. 10 and Skill Refresh Lv. 3 are also very useful
Leveling 85-99
From level 85 I recommend leveling in the Harnak Underground Ruins on floor 3, and if you're not leveling there with your static party, the optimal party composition is: healer, tank, enchanter, summoner, 2 mages and a dagger (i.e. you). Leveling is AoE, of course. Given the raised mob levels, you can level there from 85 to 90. I consider the alternative, Seed of Annihilation, worse for exp and less convenient. For solo leveling, the Evil Altar will do, but know that party leveling in the Ruins is much faster and more profitable. I also recommend doing the solo instance Delivery Room (SoA) whenever it's off cooldown: get buffed by the Enchanter and level; you can ignore Wild Maguen, as the leveling there is worth more than the quest.
At level 90, the Garden of Genesis: first down below, then in the garden itself. There, too, it's best to level AoE with mages, and you'll need 2 healers, unlike the Ruins. Leveling by one-shotting with physical classes is much slower than AoE leveling with mages.
From level 95, move to the Orbis Temple and level at whatever spot you can hold, since there are always wars over the top spots there. Leveling is again based on AoE with mages.
While leveling, you face the question of which harmony to level under. If leveling is purely AoE, I recommend Knight's Harmony; when killing raid bosses, Warrior's Harmony. Wizard's Harmony is only useful when one-shotting single mobs. Your main task in AoE leveling is to take mobs down to 50% and switch to the next one, and also finish off the one with the most HP. On raid bosses, don't forget to keep Maximum Critical up and hit from behind; this raises your DPS many times over. Also, Scorpion Poison puts the Weakness debuff on the raid boss, which increases critical rate and critical damage.
Skills
I'll start with a question many people ask right after rebirth: which old skills are worth keeping? You can keep Lethal Blow up to 90, Dash and Evasion.
I won't simply list all the skills; you can look them up, for example, Othell Rogue.
Tips in PvP
Survivability
In daily PvP, a dagger is a pain in the butt, and its first task is to take out the robes. Enemy mages usually have the opposite task: to kill you as fast as possible (since your magic defense is very low), and the outcome of a PvP very often depends on who manages it first. So it's extremely important: first, watch for warriors using Rhapsody; second, when you get assisted, use your racial skill and Shadow Hide so the enemy loses you for a while and the target mark drops. Also, when the warriors assist on you, don't forget to use Warrior's Quick Healing Potion; using quick heal potions will greatly increase your survivability. Skills that will prolong your survival: Final Ultimate Escape: against mages it only helps with the chance to drop the target; it gives evasion\evasion of physical skills and is used if a dagger\warrior is on your tail and against archers' shots; Angel of Death gives a chance to paralyze the enemy attacking you (the only bonus against mages), evasion\evasion of physical skills\run speed. It's used to catch up with a target and against daggers\warriors\archers; Evasive Counterstrike (from level 91): for 10 sec. evades physical skills of archers\daggers\warriors and deals counter damage; Clone Attack (from level 90): even though the clones are flimsy and short-lived, they confuse the enemy for a while. Usually Warrior's Harmony is used for the P. Atk. bonus +35% and run speed 8. If things are really bad and in any case you're target number 1 for the warriors, I recommend Knight's Harmony: compared to Warrior's Harmony, it doesn't reduce M. Def. by 16% and P. Def. by 8%.
Tank aggro
Since a dagger is a melee fighter and often gets caught by the mass aggro Superior Aggression Aura and the single Superior Aggression, this keeps it from hitting its target. A dagger can't keep its distance and do its job like archers\mages. Skills that will help you avoid them: 1) Celestial Protection: a healer skill that makes the party immune to debuffs and damage for 10 seconds. 2) Brilliant Purge: removes debuffs from party members and makes them immune to debuffs for 7 sec. A party usually has two healers, and this skill should be alternated on cooldown. 3) Angel's Touch: immunity to debuffs for 7-15 sec (depending on level). Ask the enchanter to buff you with this skill during PvP.
PvP tactics
The main targets for daggers are mages\healers\archers, the classes we can kill fastest. In 7v7 and 36v36 PvP, try not to be in the hottest spots; like the Rikimaru + from the well-known game Dota\Dota2, you should kill those who have strayed from the pack. Don't let a mage\archer stand on the sidelines and calmly kill your party. Your main helper is the enchanter, with their divine debuffs Crippling Attack and Mass Crippling Attack, which reduce the enemy's P. Def. by 30%, so you'd better make friends with them in the command channel. Your main damage comes from behind thanks to Maximum Critical Lv. 2-3; you should always have this self-buff up and stick to the enemy's back. A successful combo for killing an enemy is + Shadow Chase + Blood Stab. Don't forget to buff Scorpion Poison for the Weakness debuff, which is applied to the enemy on a normal attack and greatly increases critical damage. Ability reuse is long, and there are only two of them (since bleed rarely lands), so we use auto-attack a lot; with Battle Rhapsody you can grab quite a few frags with normal attacks. When killing mages, problems arise with their blinks Magical Charge and Magic Evasion; to quickly follow them, use Silent Step (reduces P. Def. by 20% but increases Speed by 20%) and Shadow Chase. If an archer uses Final Ultimate Escape, switch targets until it wears off. Tanks save their victims with Noble Sacrifice, which passes part of the damage to the tank; in that case, too, switch targets and keep a close eye on the enemy's buffs.
This article was copied from the forum thread GoHa.Ru - Guide Othell Rogue



