Rogues may have the widest variety of Skills and playstyles out of any Class. This is because they have have a mix of both melee and ranged attacks in their Skills, and can even add elemental effects with Skills from the Imbuement Skills tier. They also gain access to traps in the Agility and Subterfuge tiers, further mixing up their playstyle.
Their Mount Skill is Volley. It allows them to leap upwards from their mount and unleash a volley of arrows, dealing 105%.
Tips
- The vast majority of the Rogue’s Skills deal physical damage. However, some traps and effects can deal Cold, Poison, or Shadow damage.
- Some Skills will require you to use either your Ranged weapon or your dual wield weapons.
- When using an Imbuement Skill, the icon of the Skills affected by it will change color to match the Imbuement.
- Depending on the Skills and Passives you choose, you can either choose to focus on melee or ranged combat, or you can even have a mix of both.
- All Skills (besides the ones in the Ultimate tier) will have an Enhancement, and two Upgrades.
- Only one Upgrade per Skill can be chosen, and the Enhancement must be learned first.
Skill List
As the name implies, these are your most basic Skills that will allow you to generate Energy. These attacks can also apply debuffs to enemies, and build Combo Points.
Name | Max Rank | Weapon Needed | Description | Enhancement | Upgrade 1 (Primary) | Upgrade 2 (Fundamental) |
---|---|---|---|---|---|---|
Puncture | 5 | Dual Wield | Throw your blades, dealing 21% damage. Every 3rd cast Slows enemies by 20% for 2 seconds. Critical Strikes will always Slow. | Gain 2 Energy when Puncture damages a Crowd Controlled enemy. | Every 3rd cast of Puncture will also ricochet up to 2 times. Critical Strikes will always ricochet. | Puncture now throws 3 blades in a spread, each dealing 35% of its Base damage. Hitting an enemy with at least 2 blades at once makes them Vulnerable for 2 seconds. |
Heartseaker | 5 | Ranged | Fire an arrow that seeks an enemy, dealing 24% damage and increasing your Critical Strike Chance against them by 3% for 4 seconds, up to 15%. | When Heartseeker Critically Strikes, gain 8% Attack Speed for 4 seconds. Double this amount if the enemy is Vulnerable. | Heartseeker ricochets to an additional enemy, dealing 75% of the original damage. | Heartseeker also increases the Critical Strike Damage the enemy takes by 5% for 4 seconds, up to 25%. |
Forceful Arrow | 5 | Ranged | Fire a powerful arrow at an enemy, dealing 22% damage. Every 3rd cast makes the enemy Vulnerable for 2 seconds. | Every 3rd cast of Forceful Arrow additionally has a 15% increased Critical Strike Chance. | Forceful Arrow pierces through Vulnerable enemies. | Forceful Arrow Knocks Back Non-Elite enemies if they are Close. If they collide with an enemy, both are Knocked Down for 1.5 seconds. |
Invigorating Strike | 5 | Dual Wield | Melee attack an enemy, dealing 25% damage and increasing Energy Regeneration by 20% for 3 seconds. | Damaging a Crowd Controlled or Injured enemy with Invigorating Strike increases its Energy Regeneration bonus to 30%. | Invigorating Strike additionally grants 8% Lucky Hit Chance. Hitting a Crowd Controlled or Injured enemy increases this bonus to 16% Lucky Hit Chance. | Hitting an enemy with Invigorating Strike while you are below 75% Energy makes them Vulnerable for 3 seconds. |
Blade Shift | 5 | Dual Wield | Quickly stab your victim for 16% damage and shift, allowing you to move freely through enemies for 3 seconds. | Damaging an enemy with Blade Shift grants 5% Movement Speed while Blade Shift is active, up to 20%. | While Blade Shift is active you gain 15% to all Non-Physical Resistances and reduce the duration of incoming Control Impairing Effects by 20%. | Moving through enemies while Blade Shift is active refreshes its duration. After moving through enemies 5 times, your next Blade Shift will Daze enemies for 2 seconds. |
These Skills will be the Rogue’s primary damage dealer. While these cost a lot of Energy, depending on your Specialization, they can either take advantage of your combo points, or be used more frequently.
Name | Skill/Passive | Max Rank | Weapon Required | Description | Enhancement | Upgrade 1 (Improved) | Upgrade 2 (Advanced) |
---|---|---|---|---|---|---|---|
Barrage | Skill | 5 | Ranged | Unleash a barrage of 5 arrows that expands outwards, each dealing 22% damage. Each arrow has a 20% chance to ricochet off an enemy up to 1 time. Ricochets deal 40% of the arrow’s base damage. | Barrage’s ricochet chance is increased to 100% for arrows that damage a Vulnerable enemy or Critically Strike any enemy. | Every 3rd cast of Barrage makes enemies Vulnerable for 2 seconds. | Whenever a single cast of Barrage ricochets at least 4 times, your next cast gains 20% increased Critical Strike Chance. |
Rapid Fire | Skill | 5 | Ranged | Rapidly fire 5 arrows, each dealing 30% damage. | Each subsequent arrow from Rapid Fire has 5% increased Critical Strike Chance, up to 25% for the 5th arrow. | Gain 15 Energy when Rapid Fire damages a Vulnerable enemy. | Rapid Fire deals 30% increased Critical Strike Damage for 5 seconds after you Evade. |
Penetrating Shot | Skill | 5 | Ranged | Fire an arrow that pierces through all enemies in a line, dealing 70% damage. | Penetrating Shot deals 10% increased damage per enemy it pierces. | If Penetrating Shot damages at least 3 enemies, your next Penetrating Shot has a 20% increased Critical Strike Chance. | When cast with full Energy, Penetrating Shot will Slow all enemies it hits by 50% for 3 seconds. Elite enemies will also be Knocked Down for 1.5 seconds. |
Flurry | Skill | 5 | Dual Wield | Unleash a flurry of stabs and slashes, striking enemies in front of you 4 times and dealing a total of 60% damage to each. | Each time Flurry damages a Crowd Controlled or Vulnerable enemy, you are Healed for 1% of your Maximum Life, up to 12% Maximum Life per cast. | If Flurry hits any Vulnerable enemy it will make all enemies hit by that cast Vulnerable for 3 seconds. | Evading through an enemy will cause your next Flurry to Stun enemies for 2.5 seconds. |
Twisting Blades | Skill | 5 | Dual Wield | Impale an enemy on your blades, dealing 45% damage and making them take 8% increased damage from you while impaled. After 1.5 seconds the blades return to you, piercing enemies for 72% damage. | Twisting Blades deals 30% increased damage when returning. | Enemies are Dazed while impaled with Twisting Blades. | When your Twisting Blades return, your active Cooldowns are reduced by 0.1 second per enemy they passed through, up to 2 seconds. |
Sturdy | Passive | 3 | – | You gain 4% Close Damage Reduction. | – | – | – |
Siphoning Strikes (requires 1 Point in Sturdy) | Passive | 3 | – | Heal for 1% of your Maximum Life when you Critically Strike Close enemies. | – | – | – |
Stutter Step | Passive | 3 | – | Critically Striking an enemy grants 5% Movement Speed for 4 seconds. | – | – | – |
These Skills allow you to move quickly and reposition yourself in battle.
Name | Skill/Passive | Max Rank | Weapon Required | Description | Enhancement | Upgrade 1 (Methodical) | Upgrade 2 (Disciplined) |
---|---|---|---|---|---|---|---|
Shadow Step | Skill | 5 | Dual Wield | Become Unstoppable and quickly move through the shadows to stab your victim from behind for 72% damage. Gain 50% increased Movement Speed for 2 seconds afterwards. | Damaging an enemy with Shadow Step increases your Critical Strike Chance against them by 8% for 3 seconds. | Enemies damaged by Shadow Step are Stunned for 2 seconds. | Shadow Step’s Cooldown is reduced by 3 seconds when it damages an enemy you haven’t hit with Shadow Step in the last 4 seconds. |
Dash | Skill | 5 | Dual Wield | Dash forward and slash enemies for 37% damage. | Enemies damaged by Dash take 15% increased Critical Strike Damage from you for 5 seconds. | Dealing damage to Crowd Controlled enemies with Dash reduces its Charge Cooldown by 0.5 seconds, up to 4 seconds per cast. | Dash Slows enemies it hits by 30% for 3 seconds. Any enemy already Slowed will be Dazed for 2 seconds instead. |
Caltrops | Skill | 5 | – | Leap backwards and throw caltrops on the ground, dealing 40% damage and Slowing enemies by 50%. Lasts 6 seconds. | Enemies take 5% increased damage from you each second they are in Caltrops. | Caltrops now deals Cold damage and Chills enemies for 25% per second. | You have 5% Critical Strike Chance against enemies inside your Caltrops. Double this amount against Vulnerable enemies. |
Weapon Mastery | Skill | 3 | – | Gain a bonus when attacking based on weapon type: Daggers: 5% increased damage to Healthy enemies. Swords: 3% increased damage. Bows: 4% increased damage to Vulnerable enemies. Crossbows: 5% increased Critical Strike Damage. | – | – | – |
Concussive | Passive | 3 | – | After Knocking Back or Knocking Down an enemy, you gain 4% increased Critical Strike Chance against them for 3 seconds. | – | – | – |
Rapid Gambits | Passive | 3 | – | Your Evade Cooldown is reduced by 0.5 seconds when you Daze an enemy. | – | – | – |
Trick Attacks | Passive | 3 | – | When you Critically Strike a Dazed enemy they are knocked down for 0.5 seconds. | – | – | – |
Rugged | Passive | 3 | – | Gain 9% Damage Reduction against Damage Over Time effects. | – | – | – |
Reactive Defense (requires 1 Point in Rugged) | Passive | 3 | – | Gain 6.0% Damage Reduction while inflicted with Control Impairing Effects. | – | – | – |
These Skills will give the Rogue a form of utility, either offensive or defensive.
Name | Passive/Skill | Max Rank | Description | Enhancement | Upgrade 1 (Subverting) | Upgrade 2 (Countering) |
---|---|---|---|---|---|---|
Dark Shroud | Skill | 5 | Surround yourself with up to 5 protective shadows. Gain 8.0% Damage Reduction per active shadow. Each time you take direct damage, that damage is reduced and shadow is consumed. | Dark Shroud’s shadows have a 14% chance to not be consumed. | Each active shadow from Dark Shroud grants you 4% increased Movement Speed. | While you have at least 4 shadows from Dark Shroud, gain 8% Critical Strike Chance. |
Smoke Grenade | Skill | 5 | Throw a smoky concoction at enemies that Dazes them for 4 seconds. | Enemies affected by Smoke Grenade take 20% increased damage from you. | If an enemy is Vulnerable, Slowed, or Chilled then Smoke Grenade will Daze them for 20% longer. | Lucky Hit: Dealing direct damage to enemies affected by Smoke Grenade has a 25% chance to reduce its Cooldown by 1 second, or by 3 seconds instead if the enemy is Vulnerable. |
Poison Trap | Skill | 5 | Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, applying 396% Poisoning damage over 9 seconds to enemies in the area. You can have 4 armed traps out at once. | Poison Trap Knocks Down enemies for 1.5 seconds when it activates. | You deal 10% increased Poison damage to enemies standing inside your Poison Trap. | Poison Trap has a 30% chance to reset your Imbuement Skill Cooldowns when activated. |
Concealment | Skill | 5 | Vanish from sight, gaining an advanced form of Stealth for 5 seconds that will not be removed by taking damage. Concealment also makes you Unstoppable, grants 30% Movement Speed, and allows you to move freely through enemies for its duration. Using an attack Skill during Concealment will break Concealment. | You gain 40 Energy when you enter Concealment. | The Skill that breaks Concealment always makes enemies Vulnerable for 6 seconds. | The Skill that breaks Concealment will always be a guaranteed Critical Strike. |
Agile | Passive | 3 | Using a Cooldown increases your Dodge Chance by 4% for 3 seconds. | – | – | – |
Mending Obscurity | Passive | 3 | While Stealthed, you Heal for 4% Maximum Life per second. | – | – | – |
Exploit | Passive | 3 | You deal 6% increased damage to Healthy and Injured enemies. | – | – | – |
Malice (requires 1 Point in Exploit) | Passive | 3 | You deal 3% increased damage to Vulnerable enemies. | – | – | – |
These cooldown-based Skills will imbue your next two Skills with extra effects. Skills that will be imbued are all Core Skills, Dash, Shadow Step, and Rain of Arrows.
Name | Skill/Passive | Max Rank | Description | Enhancement | Upgrade 1 (Mixed) | Upgrade 2 (Blended) |
---|---|---|---|---|---|---|
Poison Imbuement | Skill | 5 | Imbue your weapons with lethal poison. Your next 2 Imbueable Skills deal Poison damage and apply 100% of their Base damage as additional Poisoning damage over 5 seconds. | Poison Imbuement’s Poisoning Duration is increased by 1 second. | Lucky Hit: Poison Imbued Skills have up to a 30% chance to apply double the amount of Poisoning damage over time. | Critical Strikes with Poison Imbued Skills deal 75% increased Poisoning damage. |
Shadow Imbuement | Skill | 5 | Imbue your weapons with festering shadows. Your next 2 Imbueable Skills deal Shadow damage and infect enemies for 6 seconds. Infected enemies explode on death, dealing 40% damage to all surrounding enemies. If the infection expires before the enemy dies, it will deal 40% damage to only that enemy. | You have 15% increased Critical Strike Chance against Injured enemies infected by Shadow Imbuement. | Enemies damaged by Shadow Imbued Skills take 12% increased non-Physical damage from you for 8 seconds. | Shadow Imbuement’s primary explosion makes enemies Vulnerable for 2 seconds. |
Cold Imbuement | Skill | 5 | Imbue your weapons with frigid energies. Your next 2 Imbueable Skills deal Cold damage and Chill enemies for 25% per hit. | Lucky Hit: Cold Imbued Skills have up to a 40% chance to make enemies Vulnerable for 3 seconds. | Cold Imbued Skills deal 20% increased damage to Crowd Controlled enemies. Double this bonus against Frozen enemies. | Lucky Hit: Critical Strikes with Cold Imbued Skills have up to a 20% chance to instantly Freeze enemies for 3 seconds. |
Shadow Crash | Passive | 3 | Lucky Hit: Shadow damage has up to a 10% chance to Stun for 0.5 seconds. | – | – | – |
Consuming Shadows | Passives | 3 | Each time you kill an enemy with Shadow damage, you generate 10 Energy. | – | – | – |
Frigid Finesse | Passive | 3 | You deal 5% increased damage to Chilled enemies. This bonus increases to 10% against Frozen enemies. | – | – | – |
Chilling Weight (requires 1 Point in Frigid Finesse) | Passive | 3 | Chilled enemies have their Movement Speed further reduced by up to 10%. | – | – | – |
Deadly Venom | Passive | 3 | You deal 3% increased Poisoning damage. | – | – | – |
Alchemical Advantage (requires 1 Point in Deadly Venom) | Passive | 3 | You gain 1% increased Attack Speed for each enemy you’ve Poisoned, up to 15%. | – | – | – |
Debilitating Toxins (requires 1 Point in Deadly Venom) | Passive | 3 | Poisoned enemies deal 5% less damage. | – | – | – |
Precision Imbuement | Passive | 3 | Imbued Skills gain 3% increased Critical Strike Chance. | – | – | – |
These are high impact Skills with long cooldowns. Unlike the other Skills, these have a two-step linear upgrade path. You can only choose one Skill from this tree. However, you are free to pick as many Passives you want, just like in all of the previous tiers.
Name | Skill/Passive | Max Rank | Description | Upgrade 1 | Upgrade 2 |
---|---|---|---|---|---|
Shadow Clone | Skill | 1 | Your shadow mimicks your actions for 15 seconds. The shadow deals 60% of your damage. | You are Unstoppable for 5 seconds after casting Shadow Clone. | Your Shadow Clone deals an additional 20% of your damage. |
Rain of Arrows | Skill | 1 | Arrows rain down over a large area 2 times, each wave dealing 100% damage. | Imbuement Skill effects applied by Rain of Arrows have 30% increased potentcy. | Rain of Arrows’ first wave Knocks Down enemies for 3 seconds. |
Death Trap | Skill | 1 | Place a trap that arms after 1.25 seconds. It activates when an enemy moves within range, dealing 250% damage to each enemy in the area. | Enemies are pulled into Death Trap when it activates. | If Death Traps kills an enemy, its Cooldown is reduced by 12 seconds. |
Trap Mastery | Passive | 3 | When Poison Trap or Death Trap activates, you gain 4% increased Critical Strike Chance against Vulnerable and Crowd Controlled enemies for 4 seconds. | – | – |
Aftermath | Passive | 3 | After using an Ultimate Skill, restore 30 Energy. | – | – |
Adrenaline Rush | Passive | 3 | While moving, you gain 5% increased Energy Regeneration. | – | – |
Haste (requires 1 Point in Adrenaline Rush) | Passive | 3 | While at or above 50% maximum Energy, gain 5% increased Movement Speed. While below 50% maximum Energy, gain 5% increased Attack Speed. | – | – |
Impetus (requires 1 Point in Adrenaline Rush) | Passive | 3 | After moving 15 meters, your next attack deals 7% increased damage. | – | – |
Innervation | Passive | 3 | Lucky Hit: Up to a 10% chance to gain 8 Energy. | – | – |
Alchemist’s Fortune (requires 1 Point in Innervation) | Passive | 3 | Non-Physical damage you deal has a 5% increased Lucky Hit Chance. | – | – |
Second Wind (requires 1 Point in Innervation) | Passive | 3 | Every 100 Energy you spend grants you 5% increased Lucky Hit Chance for 5 seconds. | – | – |
These are powerful passives that will likely define your Rogue’s overall playstyle. Only one of these passives can be chosen.
Name | Max Rank | Description |
---|---|---|
Momentum | 1 | Cutthroat Skills grant a stack of Momentum for 8 seconds if they either: Hit a Stunned, Dazed, or Frozen enemy Hit any enemy from behind While at 3 stacks of Momentum you gain: 20% increased Damage Reduction 30% increased Energy Regeneration 15% increased Movement Speed. |
Close Quarters Combat | 1 | Damaging a Close enemy with Marksman or Cutthroat Skills each grant a 10% Attack Speed bonus for 8 seconds. While both Attack Speed bonuses are active, you deal 30% increased damage against Crowd Controlled enemies. |
Precision | 1 | Critical Strikes with Marksman Skills grant you Precision. You gain 4% increased Critical Strike Damage per stack of Precision, up to a maximum of 20%. When you reach maximum Precision, your next Marksman Skill is a guaranteed Critical Strike that deals 40% increased Critical Strike Damage, then consumes all stacks of Precision. |
Victimize | 1 | Lucky Hit: Dealing direct damage to a Vulnerable enemy has up to a 45% chance to cause an explosion, dealing 23% of the original damage to them and surrounding enemies. |
Exposure | 1 | Lucky Hit: Dealing direct damage to an enemy affected by a Trap Skill has up to a 25% chance to: Reduce the active Cooldowns of your Trap Skills by 20% Drop a cluster of exploding Stun Grenades that deal 40% total Physical damage and Stun enemies for 0.50 seconds. |