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Rogue Skills circa 2017 progression serversFollow

#1 Jan 10 2017 at 6:22 AM Rating: Excellent
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Starting this thread because rogue information found via google is very patchy. Class sites tend to have mostly pre 2006 info some if which is no longer true or not quite yet how it is on progression servers. Emu server info can be different and infiltrates high in the search results. Posts and information here at Allakhazam can be buried, conflicting or just a lot of work.

Pick Lock:
-everyone will tell you to go to Befallen with a trained skill of 11. This still works, but only one locked door remains in Befallen (not the 3 there was in the past). On Phinny server this door is often camped, as is the rock to enter Paineel (though it is a good lockpicking option). If you skill is above 40 you can pick one of several doors in Najena (mostly in the jail area). You can pick lock while in sneak/hide. If you centre yourself you can use the U command to avoid zillions of mouse clicks. I did this in Luclin era, by which time geerlok was around but either way make sure you have some sort of lockpick on you as it has to be on your cursor to pick the lock. Some say dexterity improves your chance to skill up. Understand that you may pick the lock 50-100 times to get a single skill up. On the bright side, once you find a door you can pick the lock of... you can max the skill at the door because pick lock works opposite to the trivial system of tradeskills. I only skilled up to 210 as that let me unlock Sebils crypt and SSRA doors. I will push to max once PoP opens as there is a revolving pickable object in Plane of Tranquility that is apparently even faster to skill on (I'm guessing because you don't need to click it shut).

Disarm Trap:

-Go to Sol B. Find the swinging blade from the roof. Once you manage to get it to stop swinging you will max your skill very fast.

Sense Trap:
-this one is annoying if you follow the wrong internet info. Traps were heavily patched over the years. This skill does not work on most (any?) old world traps possibly into Velious. By Luclin era, you just need to go to the low side of Echo Caverns and stand between some of the tentacle traps. You will get a lot of "you do not sense any traps" messages, but you will also get turned towards a tentacle every once and a while. Either way you will skill up pretty fast.

Make Poison:
-old poisons were single use in the zone that you have to farm a lot of components to make. They are also expensive for the era. Talking in rogue chat... no one seems to be doing them even in Luclin era. It is possible that you can make some of the original plate armor dyes to get to 36 skill cheaper (the ones that use elemental drops like russet oxide and charcoal). Some rogues in chat say "just wait for the PoP clicky for poisons". Poisonmaking has had at least one revamp, and later era poisons seem worthwhile. Also note many recommending not doing poisonmaking past skill of 49 until you have your tradeskill trophy started (not sure when these are active on progression?).

Apply Poison:
-I took the advice to sink a bunch of GM points into this before reading that it is basically a succeed/fail per attempt so if you have lots of cheap poison to burn you can skill it that way.

Pickpocket
-you can train this in combat by setting up an in-game social (macro) with hide. AKA the traditional rogue evade macro that they patched so Hide just does it automatically. My understanding is doing this while grouping will lessen the group's plat looting --anyone verify that? You can include disarm, beg and such on a line of your evade social if you want to raise these. There are various reported NPC that you can pickpocket, beg and such from and not get aggro. It would probably be best for someone to chime in on NPC's classic to Luclin that don't aggro you on progression servers.

Hide and Sneak
-just use them... the combination lets you get through so many places. Hit hide on incoming pulls (if you hit sneak it stays on and you will be moving slow). Every so often in classic-Luclin you will run into a mob that sees through this.
#2 Jan 12 2017 at 8:43 AM Rating: Excellent
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Frustrating but kinda fun, this stuff. I levelled a rogue from 1 to 85 (all the way, without buying the toon at 85) for the sole purpose of using SoS to recover collectibles from dangerous zones but I got intrigued enough by the class to look into raising some of these skills.The easy ones are those you can link to keys you use all the time like attack and movement keys. I didn't bother with poison skills since I made the rogue for exploring and collectibles. It's a cool toon for that. I've seen parts of many zones that I could never get to with my 105 boxed group without a LOT of effort. It's too bad TRAPS are so poorly handled by the game engine. I mean despite all the progression I've done over the years I can't even remember ever having a problem requiring the use of any trap-related skill. Lockpicking, at least that on rare occasion is vital, such as getting thru Chardok.

Nice writeup!
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Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
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#3 Jan 12 2017 at 11:50 PM Rating: Excellent
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Sippin wrote:
It's too bad TRAPS are so poorly handled by the game engine. I mean despite all the progression I've done over the years I can't even remember ever having a problem requiring the use of any trap-related skill.
Huh. I have clear memories of running my monk through LDoNs circa 2005ish (pre-defiant) and running into poison-trapped chests that, without a cleric in the group, would kill you super dead in a hurry. Finding and disarming the traps meant seriously cool loot that, in many cases, were found nowhere else.
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#4 Jan 13 2017 at 6:38 AM Rating: Good
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I'm sure that's true. I did LDON a lot and I just didn't remember those. Certainly they were uncommon. That era did introduce some abilities for ALL classes that involved detecting and disarming traps, and that might have been the last time EQ did anything significant with traps.
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Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#5 Jan 13 2017 at 8:31 AM Rating: Excellent
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Re traps: there are two kinds. In the LDoN you are referring to the chests. To open those there are a series of three spells to asses what kind of trap it is and disarm it aided by scrying stones. Necromancers do all three. Other classes have limitations. I think rogue skills bypass part of the spell procedure with their skills. Also in LDoN are he situational traps, where passing over a trigger will release poisonous gas. These are the ones that the detect and disarm traps skills are used to protect the group. Similar triggers are in the Sol zones off Lavastorm and in Dragon Necropolis.
#6 Feb 02 2017 at 11:43 AM Rating: Excellent
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snailish wrote:

Pickpocket
-you can train this in combat by setting up an in-game social (macro) with hide. AKA the traditional rogue evade macro that they patched so Hide just does it automatically. My understanding is doing this while grouping will lessen the group's plat looting --anyone verify that? You can include disarm, beg and such on a line of your evade social if you want to raise these. There are various reported NPC that you can pickpocket, beg and such from and not get aggro. It would probably be best for someone to chime in on NPC's classic to Luclin that don't aggro you on progression servers.


Yes, if a rogue's pickpocketing efforts does affect the amount plat to be split and what items are avaiable to loot. Pickpocketing does not just do plat, but items as well.
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