Head Safehouse Admin
Posts: 7708
(3/2/03 10:28 am) Reply
Request for Updated Guides..
My last request was generic, asking for anything people may wan to contribute, but now that the Everquest site is back up, I have noticed quite a few outdated guides and am now asking for assistance with getting updated guides written and added to the website.
Below is a list of guides I would like to add to the site. Some of them may already be created and dropped a few pages back; others may need to be rewritten altogether. If anyone would like to contribute to the site, please feel free to take on any of these.
Feel free to work on anything that is not on this list as well. We will always take new submissions.
Rogue AA Guide – (Lesser classes optional)
Updated Rogue Creation /leveling Guide 1-25, 25-50, 50-65
Updated Plane of Hate Guide
Pickpocket Guide
Sneak Hide Guide
Here's my AA Guide for Rogue class. Some of this is my own opinion, but forgive me if anything is blatently not correct or incomplete, and let me know! If there's not a better one out there, let's work on this one together. Don't criticize me too hard on this ;o) I'd very much appreciate working on this as a group. (Thank you KayleighDrake for the corrections. )
AA Points are Alternative/Advanced Ability Points that you can begin to earn at level 51 to further increase your character's abilities. There are many AA Points Rogues get upon reaching level 51+, and some are very unique. Some AAs have a recommended level that you must reach before being allowed to train into that ability. Some AAs require a prequisite in order to train into that ability. There are 5 catergories of AAs: General, Archtype, Class, PoP Advance, and PoP Ability.
In a perfect world, it would be ideal to max all of these AAs. ;P But that is very hard to do for most of us, and it requires a great deal of time and effort. So, here is a list of the most common AA Abilities that Rogues tend to spend into. NOTE: There are other AA abilities available to Rogues that you personally may find more useful according to your own situation/equipment. This is just simply a list of the most commonly spent AAs among Rogues. Being a damage dealer, many Rogues set the goal to max out the offensive AAs first (6 AAs in General + Combat Fury 3, Ambidexterity, Ferocity 3, Fury of the Ages 3) before moving on to the Defensive / HP-boosting AAs. However, keep in mind this is only one of many plans. For instance, your plan might be to get a few HP boosting AAs, before going on to spend into the offensive AAs. There are many options. The least amount of spent AA points you can have in order to obtain the Class title "Marauder" is 42 AA Points. (6 AAs in General + 12 in Archtype + 24 in Class = 42).
This also is a list of the AAs that many Rogues are most likely to spend into first (but are not listed here in any order of importance/priority) -- however, you may personally choose to pick different AAs first, and then go back and get some of the ones listed here. It really comes down to what works well for you.
~~~~~~~
General: Level 51+ needed. You need to spend any of 6 AA Points in this catergory in order to start putting points into the "Archtype" AAs -- also, once you have 6 AAs in this catergory, you obtain the title 'Baron/Baroness'. The numbers that are in parentheses indicate the number of AA Points needed to spend into the Ability per rank. (ex.: Innate Run Speed 1. For the 1st rank, you need 1 AA Point. For the 2nd rank you need 1 AA Point... for the 3rd rank you need 1 AA Point.
Here are some typical AA Choices for the "General" Catergory:
Innate Strength 5 (1 AA Point per rank, 5 ranks)
Innate Stamina 5 (1 AA Point per rank, 5 ranks)
Innate Dexterity 5 (1 AA Point per rank, 5 ranks)
Innate Agility 5 (1 AA Point per rank, 5 ranks)
Innate Run Speed 3 (1 AA Point per rank, 3 ranks)
Innate Regen 3 (1 AA Point per rank, 3 ranks)
Innate Metabolism 3 (1 AA Point per rank, 3 ranks)
Innate Lung Capacity 3 (1 AA Point per rank, 3 ranks)
First Aid 3 (1 AA Point per rank, 3 ranks)
Archtype: Level 55+ needed. You need to spend a total of 18 AA Points (6 + 12 AAs spent in this catergory) in order to start putting points into the "Class" AAs -- also, once you have a total of 18 spent AAs (including 12 AAs spent in this catergory), you obtain the title 'Veteran'. The numbers that are in parentheses and seperated by slash marks indicates the number of AA Points needed to spend into the Ability per rank. (ex.: Combat Fury 3. For the 1st rank, you need 2 AA Points. For the 2nd rank you need 4 AA Points... for the 3rd rank you need 6 AA Points.
Here are some typical AA Choices for the "Archtype" Catergory:
Combat Fury 3 (2/4/6) (12 AA Points total)
Natural Durability 3 (2/4/6) (12 AA Points total)
Combat Agility 3 (2/4/6) (12 AA Points total)
Combat Stability 3 (2/4/6) (12 AA Points total)
Class: Level 59+ needed. Once you have spent 24 AAs in this catergory, you obtain the final (class) title, 'Marauder'. The numbers in parenthesis indicate how many AA Points are needed in order to gain that ability per rank.
Here are some typical AA Choices for the "Class" Catergory:
Ambidexterity (9 AA Points)
Escape (9 AA Points)
Chaotic Stab (6 AA Points)
Physical Enchancement (5 AA Points)
Poison Mastery 3 (3/6/9?) (18 AA Points total?)
PoP Advance: Level 61+ needed. There is no title gained for spending points in this catergory.
Here are some typical AA Choices for the "PoP Advance" Catergory:
Advanced Innate Strength 10 (1 AA Point per rank, 10 ranks)
Advanced Innate Stamina 10 (1 AA Point per rank, 10 ranks)
Advanced Innate Agility 10 (1 AA Point per rank, 10 ranks)
Advanced Innate Dexterity 10 (1 AA Point per rank, 10 ranks)
Planar Power 5 (2 AA Points per rank, 5 ranks)
PoP Ability: Each ability listed here has it's own level requirement. Many are 62+. There is no title gained for spending points in this catergory.
Here are some typical AA Choices for the "PoP Ability" Catergory:
Shroud of Stealth (6 AA Points)
Ferocity 3 (3 AA Points per rank, 3 ranks)
Fury of the Ages 3 (3 AA Points per rank, 3 ranks - prequisite of Combat Fury 3 in "Archtype")
Lightning Reflexes 5 (3 AA Points per rank?, 5 ranks - prequisite of Combat Agility 3 in "Archtype")
Innate Defense (3 AA Points per rank?, 5 ranks - prequisite of Combat Stability 3 in "Archtype")
Nimble Evasion (1 AA Point per rank, 5 ranks)
Hastened Stealth (3 AA Points per rank, 3 ranks)
Re: Request for Updated Guides..
Some corrections:
Quote:Poison Mastery 3 (3/6/9?) (18 AA Points total?)
I might argue that this is hardly typical. A level or two at most is more than sufficient.
Quote:PoP Ability: Level 63?+ needed. There is no title gained for spending points in this catergory.
Each of the abilities has its own level requirement. It's not 63+.
Quote:Lightning Reflexes 5 (3 AA Points per rank?, 5 ranks - prequisite of Combat Agility 3 in "Archtype"?)
Correct - CA 3 is required.
Quote:Flash of Steel (3 AA Points per rank?, 3 ranks - prequisite of Combat Stability 3 in "Archtype"?)
I think you have something wrong here. I'm guessing you mean Innate Defense, not Flash of Steel. Flash of steel is an extension (I think) of the double riposte thing, and is silly. If you did mean innate defense, then yes, CS3 is required.
Overally it's fine but I think the real thing that people are looking for is what order they might want to spend them in, and that's something your guide seems to completely omit. Of course there are always individual priorities, but you didn't even go so far as to say "Get RunSpeed 3 first". I think you could add some info on the relative value of the various things, and let people have their personal preferences dictate from there.
Re: Request for Updated Guides..
Thank you for the corrections, KayleighDrake. I added them in. Hopefully the site will be updated soon with these corrections made. Sorry for the mis-leading info -- namely, for the Innate Defense / Flash of Steel mix up.
Also, for the 'PoP Ability' level requirement(s) mix up. You are correct, they are not all level 63+ as I originally stated. I'd like to replace that with: "Each ability listed here has it's own level requirement. Many are 62+."
As far as keeping direct guide "completely omit" of the order to spend the AAs in.... I believe my guide takes the 'most popular' AAs that Rogues get, and lists them as a sort of 'loose' guide to follow, allowing the individual to pick and choose as they please. It would be too conterversal, in my opinion, to make a guide with a 'strict' outline (i.e., "spend points in this ability first").... But my guide did give an example of two "plans" one might choose to follow, so it's not "completely omit" of order:
Quote:Being a damage dealer, many Rogues set the goal to max out the offensive AAs first (6 AAs in General + Combat Fury 3, Ambidexterity, Ferocity 3, Fury of the Ages 3) before moving on to the Defensive / HP-boosting AAs. However, keep in mind this is only one of many plans. For instance, your plan might be to get a few HP boosting AAs, before going on to spend into the offensive AAs. There are many options.
Elethi Registered User
Posts: 18
(3/15/03 7:06 pm) Reply
The Leveling threads...
I was wondering if we could stick the threads about leveling at the top of the page also? Maybe link to them with one thread. We could keep them up for a while, before moving them to the library?
I'm not sure how all of this works, but I think those threads are a great idea, and it'd be a waste to let them sink into the depths of the board.
Re: Request for Updated Guides..
I will have to argue that the innate stat AA are useful at all, stats can be easily max'ed with buffs and lung capacity can be easily taken care of with an EB item rather than 3AA points.
----------
Best AA
Run
Escape
Chaotic Stab
SoS
----------
Better AA
Regen
Physical Enchancement
(offense)
CF
Ambidexterity
Ferocity
Fury of the Ages
(defense)
CS
CA
ND
Double Riposte
Lightning Reflexes
Innate Defense
Flash of Steel
----------
Good AA
Planar Power
Ingenuity
Hastened Stealth
Hastened Exit
Nimble Evasion
----------
Okay AA
First Aid
Metabolism
Finishing Blow
Natural Healing
Coup de Grace
AddoPovar Registered User
Posts: 27
(3/26/03 3:04 pm) Reply
Re: Request for Updated Guides..
Herodi values double riposte/flash of steel and chaotic stab higher than I would, and I am still a pretty defense-oriented rogue.
I see what you meant about not wanting to post any definite ordering of skills, because there are some which people won't agree on, but I think there are some which are just too good to allow those who seek the aid of the guide to possibly miss out on.
Run 3 and Shroud of Stealth are my best candidates for those skills. The rest may vary based on personal preference.
schuleta Registered User
Posts: 88
(4/22/03 2:47 pm) Reply
Re: Request for Updated Guides..
Rogue creation guide:
EQ Character Statistics
Stats in everquest for the most part make very little impact on the game unitl you start talking about raising a stat 50 points or more. Below is a list of the stats and what is generally accepted to be their impact on the game.
STRENGTH: Directly affects how much you character can carry without being encumbered. When encumbered, the character's movement rate decreases, as well as lowering the characters agility which directly affects Armor Class in a negative manner.
Strength also affects a characters ATK or attack rating. Strength is a secondary statistic when using the Smithing trade skill. If the character's strength is higher than their Intelligence or Wisdom, it is used to determine how frequently the character increases in skill while smithing.
Strength also affects the maximum damage output for melee damage. Here are the formulas to figure out max damage (source is Monkly-Business):
[MAXIMUM DAMAGE; PRIMARY; 1HB/1HS/Piercing]
1.) DamageBonus = (Level - 25) / 3
* Damage Bonuses are always rounded down (ie, 7.65 = 7) (also cannot be lower than 0)
2.) MaximumDamage = WeaponDamage * ((Strength + WeaponSkill) / 100) + DamageBonus
There is a damage cap until 10th level of 21, and until 20th level of 31 (not applicable to backstab damage however). I put these formulas in here to show the relation of Strength to maxdamage. As you can see the most important factor will be weapon skill. Up until the point where Strength + WeaponSkill > 200, I believe max damage will always be WeaponDamage * 2 + 1 not to exceed the current damage cap that your character may be under.
Strength is an important attribute for Rogues. A rogue's primary role in a group throughout his career is to deal damage. That being said, it is also one of the easiest (if not the easiest) stat to raise with equipment.
STAMINA: Directly affects the amount of Hit Points a character has. At the higer levels (60+) each point of stamina gives an additional 4 hit points for a Rogue. Stamina also affects how long the character can hold their breath underwater before they begin to drown. Stamina directly affects how quickly the character's stamina bar decreases (and regenerates) from strenuous activity such as swimming, or combat. If the stamina bar is empty, attack speed will slow down if the character's Stamina is below the score of 100.
Stamina is an important stat for Rogues for two reasons, first you can never have too many hit points. Secondly, as a Rogue you can never afford to have your attack rate decrease. Getting the character's base stamina as close to or above 100 at character creation should be a priority.
AGILITY: Directly affects the character's armor class. Agility also affects how quickly the character learns defensive skills like Defense, Dodge or Parry.
Agility would seem to be one of the most important stats for a Rogue. Yet for some reason it has very little bearing on the game of everquest. There is one crucial number to maintain when it comes to Agility, keep it above 75. If it slips below 75 (from spells or being encumbered) you will lose Armor Class dramatically. While one would hope that raising Agility would help in opposite way, it's affect is so miniscule that it is hard to notice, on average it increases AC by one point for every 2-3 points of agility. When your character at higher levels has an AC of 1000+, a few points of AC makes very little difference.
DEXTERITY: Affects how quickly a character learns offensive melee skills, like Offense, 1-Handed Slashing, Piercing, etc.
Dexterity also affects how often a character can make a proc'ing weapon, proc. Proc meaning process. Certain weapons in everquest have effects on them that go off in combat circumstances. An example would be the Short Sword of the Ykesha. Every time a character swings the weapon (as long as they are 37th level or higher) it has a chance to proc. The effect is a 75 point Direct Damage spell. Increased dexterity increases the chance of this type of weapon proc'ing. The only noticeable changes in this frequency come after a significant jump (50-75 points) in dexterity.
Dexterity also affects how quickly a character gains skill in the tradeskill Fletching if their dexterity is higher than their Intelligence and Wisdom.
Dexterity is another one of the stats that I thought would be crucial for a Rogue. Unfortunately like Agility, it has very little impact on the game of everquest. The reason that I think agility and dexterity having little impact is unfortunate is because most of the Rogue races start out with pretty decent scores in these two abilities. While only a few have good scores in the stats that actually do matter, strength and stamina.
INTELLIGENCE: Directly affects the size of an intelligence caster's mana pool. Affects how frequently a character gains skills with non-combat related skills like trade skills, if it is higher than the character's wisdom.
Intelligence does not help a Rogue very much, unless he plans to be an avid tradeskiller.
WISDOM: Directly affects the size of a priest type caster's (Druid, Cleric, Shaman) mana pool. If higher than the character's intelligence, it affects how quickly the character gains skill in non-combat related skills.
Like Intelligence, a high wisdom score is of little use to a Rogue.
CHARISMA: Directly affects the prices an NPC merchant is willing to buy items for from a character as well as how much it will cost a character to buy items from the merchant.
Charisma is not an important stat for a Rogue, and can be raised to a high enough level to make a difference with merchants with items that are not hard to come by.
RECOMMENDED STARTING STATS
Now that we have an understanding of what the different stats do in everquest, here are some recommendations for starting point distribution for the different races. All Rogues start off with 30 discretionary points to spend. I will present between one or two options for starting stats. The first one is race's base stats, the second is my recommendation, and some will have an optional choice.
Race STR STA AGI DEX INT WIS CHA
Barbarian (Bse) 103 95 92 80 60 70 55
Barbarian (Rec) 108 120 92 80 60 70 55 <-- +5 to STR, +25 to STA
Barbarian (Opt) 128 100 92 80 60 70 55 <-- +25 to STR, +5 to STA
Dark Elf (Bse) 60 65 100 85 99 83 60
Dark Elf (Rec) 65 90 100 85 99 83 60 <-- +5 to STR, +25 to STA
Dwarf (Bse) 90 90 80 100 60 83 45
Dwarf (Rec) 95 115 80 100 60 83 45 <-- +5 to STR, +25 to STA
Dwarf (Opt) 110 100 80 100 60 83 45 <-- +20 to STR, +10 to STA
Gnome (Bse) 60 70 95 95 98 67 60
Gnome (Rec) 65 95 95 95 98 67 60 <-- +5 to STR, +25 to STA
Half-Elf (Bse) 70 70 100 95 75 60 75
Half-Elf (Rec) 75 95 100 95 75 60 75 <-- +5 to STR, +25 to STA
Race STR STA AGI DEX INT WIS CHA
Halfling (Bse) 70 75 105 100 67 80 50
Halfling (Rec) 75 100 105 100 67 80 50 <-- +5 to STR, +25 to STA
Human (Bse) 75 75 85 85 75 75 75
Human (Rec) 80 100 85 85 75 75 75 <-- +5 to STR, +25 to STA
Vah Shir (Bse) 90 75 100 80 65 70 65
Vah Shir (Rec) 95 100 100 80 65 70 65 <-- +5 to STR, +25 to STA
Wood Elf (Bse) 65 65 105 90 75 80 75
Wood Elf (Rec) 70 90 105 90 75 80 75 <-- +5 to STR, +25 to STA
Barbarians and dwarves get the optional setups because they are the only two races that can raise their stamina above the magical number of 100.
There are other differences between the races.
Barbarians have a +10 to their Cold resistance, and the ability to Slam opponents. Slam is like the Bash skill that Warriors, Paladins and Shadowknights get. It is on a 6 second timer and is basically an extra attack. It never deals out more than 1 point of damage for a Rogue, and can never be raised above the skill of 1. It has a very small chance of stunning your opponent and can interrupt spell casters. Barbarians also have a small experience penalty and no night vision. The great stats and to a lesser degree the slam ability make Barbarian a very popular choice.
Dark Elves get a base skill of 50 in Hide. It cannot increase until the Rogue is 10th level or higher. They also have Ultravision.
Dwarves get a base skill of 50 in Sense Heading. Like Dark Elves with the Hide skill, this cannot increase above 50 until they are 10th level or higher. They also get a +5 bonus to Poison and Magic Resistance. Can't overlook the tuck and roll graphic when jumping for the pre-Luclin graphics. Dwarves get Infravision.
All Gnomes get the Tinkering tradeskill. It starts out at 50 but cannot be raised until the Gnome is 16th level. Gnomes get Infravision.
Half-Elves get Infravision.
Halflings get an experience point bonus. They also start out with a base skill of 50 in Sneak and Hide. Like Dark Elves, these cannot be raised until the character is 10th level or higher. They also get a +5 bonus to poison and disease resistance. Halflings get Infravision. The experience bonus alone, makes a Halfling a very popular choice.
Humans get nothing, and have very poor night vision.
Vah Shir get a base Safe Fall skill of 50 and Infravision. They have a experience penalty like the Barbarians, and eat food more quickly.
Wood Elves are the only Race of Rogue that can Forage, the skill starts at 50 and can never be raised. Like Dark Elves and Halflings they also start out with a skill of 50 in Hide. Wood Elves also get Infravision.
As far as faction goes, the only race that will have any significant problems are Dark Elves. Everyone else should have pretty decent faction across the board, except when it comes to Dark Elves, Trolls and Ogres. With those three races, Dark Elves have decent faction.
I cannot recommend one race over another. When it comes right down to it, pick the one you think looks the coolest, or is closest to what you have in mind for your Rogue. Some people may say that Dark Elves are the worst choice, due to the fact that they have the worst stats, and once you can Sneak and Hide, you can conceivably get a Mask of Deception with ease which allows a Rogue to cast Illusion: Dark Elf once the Rogue is 15th level. While that may be true, a Dark Elf looks really cool all the time. (Barbarians in the Dark Elf form lose the ability to Slam).
PsiKoTicK Registered User
Posts: 859
(5/2/03 10:56 am) Reply
Re: Request for Updated Guides..
Aidden, couple questions. I was thinking about doing the pickpocket guide or sneak/hide guide, but I was confused about the info you would like in it. Do you just want "HOW TO: Sneak and Hide" and "HOW TO: Pickpocket" or would you like in depth, "this creature can be pickpocketed, this cannot"... (beyond the basic "humanoid, 5 levels lower, etc, etc)
Give me some info, and I'll get to work... gotta have SOMEthing to do while I'm stuck at my real job.. :X
"I'll be fine, I have safe fall." LOADING, PLEASE WAIT...
"Heal the tanks, they aren't even hitting me." LOADING, PLEASE WAIT....
Wonder why I die so much... :)
Finneus Registered User
Posts: 557
(7/9/03 8:27 am) Reply
Re: Request for Updated Guides..
I posted this up answering someone in the Back Alley and maybe it would be useful in general since I don't see one in the guide section. Modified slightly from the post I made for my guild's boards:
Sense and Disarm Trap FAQ
There are 2 skills dealing with traps..Detect Trap and Disarm Trap. You can't disarm until you've detected..with an exception I'll mention in a bit. Both skills work with a hotkey and are on timers of 10 seconds or so. In order to disarm or detect you need line of sight to the trap.
Detect has a fairly short range..you need to creep up close on a trap to detect it. You detect the closest trap to you and are faced in the direction of it, so if there are 2 traps close together and you want to target the further one you need to manuver so that you get closer to the one you want. Once you've detected a trap it becomes "targeted" for the disarm skill. You don't need to redectect each time..just get the one you want once and thats it. This targeted trap will remain targeted until you detect a different trap, you zone, or the trap despawns, even if you move out of range.
Disarm has a much longer range but you still need line of sight. In the halls we've been dealing with on the AL and HP you can often back all the way into the buffing/fighting room and still have LoS and be in range to disarm. Doors do not block LoS but walls do. What this all means is you can move into a hall, detect a trap and move back to the safety of the room and continue to disarm it if the trap is still in LoS. You can help with fighting, ask for buffs etc and keep hitting disarm when it ungreys to keep the trap down. You DO NOT need to be facing the trap to do this..LoS is between your centerpoint and the trap.
Often on initially creeping up on close together traps you'll get one detected and disarmed but the other will go off on you. When we work in multi rogue teams thats the time the second rogue should move in to find the second target and disarm it. Once they're all targeted and disarmed we get uncursed/unpoisoned and return to work with the traps obtained still targeted.
Now for that exception to using a hotkey to disarm. Before traps were revamped the only ones in the game were things like the crusher in SolB or pendulums in SolA and other places. Those of us around back then that bothered, raised our disarm skills by "disarming" those "traps". The way that was done is by simply clicking on them with your mouse..that stops the motion of whatever trap you click. The faster you click the more chances at a skillup. Guess what? Apparently that still works to raise the skill..so if you aren't maxed there's no need to wait on those 10 second hotkey refreshes..just go find an old world trap and spam click it.
200 is the cap for both detect traps and disarm traps. As for raising the detect skill, treat it exactly like sense heading..just hit it everytime it ungreys till you max it. Preferably somewhere with no traps nearby otherwise you'll keep getting pointed towards whatever trap is in range of you.
Re: Request for Updated Guides..
Would there be any need for an updated PvP guide? Much has changed since when Filash retired.
A guide I could write could either be about Rallos Zek itself, the rogue, or the Rogue on Rallos Zek... not just fighting but levelling, grouping, guilding and surviving as well.
-Junk
Finneus Registered User
Posts: 561
(7/20/03 5:02 am) Reply
Where to level (Sorry I can't find a prior post)
I'll apologize from the start as I'm sure this is a repeat request. However after skimming all 20 pages and not finding much on my particular question I thought I'd just try asking.
I'm a level 26 Rogue And I'm not at all sure where to go to hunt. I've been hunting PC for a while but I think it's time to move on. So, any advice you could give would be very much appreciated!
Re: Where to level (Sorry I can't find a prior post)
the "high end rogue guide" at pub146.ezboard.com/fthesa...7935.topic
is no longer available, anyone kept a copy?
Please i would want to see it a last time it was one of the best guide i ever saw for rog
Thx
Bedalin Coeurvaillant cavalier grand maître forgeron