So you want to be a Burglar huh? You’ve read the class descriptions, remembered ol Bilbo from the books and are maybe even carrying over some preconceptions from other games about the “Rogue” class (not to be confused with the Rouge class
– One is a scoundrel, the other is Red). Let me stop you right here. If you’re expecting the Burglar class to be the Tier 1 DPS King that you’re used to, look somewhere else. That is not the case in LoTRO.
Lord of the Rings, like with so many other aspects, has envisioned the Burglar as a slippery, subtle, tricksy, befuddling sneak. Over the course of this Overview, I will attempt to describe the Burglar Class and a broad scope method of play (from levels 1-20 only) as best I can from both my own experience and of those I’ve witnessed. Please keep in mind that this is Only my opinion. I, in no way, represent Turbine or quite possibly the Burglar Community “at large” (mind the pun).
Character Generation:
Race:
So, you’ve decided to be a Burglar, Great! Welcome! Now you must choose between Human or Hobbit. Those are the only two races that may follow the path of the Burglar.
[FONT=Times New Roman][SIZE=3]Like in many other games, LoTRO issues each race specific Pros and Cons.
Hobbit
Hobbit Courage - Improved Fear Resistance (+1.0%).
Hobbit Toughness - Improved Vitality (+15).
Rapid Recovery - Improved out of combat Morale Regeneration (+1.0).
Resist Corruption - Improved Shadow Mitigation (+1.0%).
Small Size - Reduced Might (-8).
Racial Traits:
Guile and Conviction Fellowship Bonus -- every race gets a bonus to two types of fellowship moves, this is not terribly important but as a burg, you might give it a slight consideration since we can start FM.
Hobbit Club-damage -- moot at high levels due to dagger ability (the are about the same speed and dps etc), this can be helpful leveling up.
Hobbit-resilience -- small, non-stacking hope bonus is worthless in the end due to hope tokens, minor use at low levels.
Hobbit-silence -- this is the BIG one, feign death to get out of trouble or manage pulls in groups.
Hobbit-stature Re -- Its +20 might, which is very nice!
Hobbit-stealth useless for burg, burg stealth is better.
Return to Michel Delving -- priceless, but all races have one of these (the elf one is frustrating).
Stoop for a Stone This grants you a short ranged attack. -- This is nice, as burg gets few ranged options, but it has a cooldown (its not an attack, really, its a pull mob skill) and does next to no damage.
Summary:
Hobbit-silence (feign dead)
Hobbit-stature (20 might)
Stoop for a Stone (ranged attack)
best passives:
Hobbit Toughness - Improved Vitality (+15).
Small Size - Reduced Might (-8). //not a bonus, but something that must be considered
Man
Diminishing of Mankind - Decreased Will (-8).
Easily Inspired - Increased Morale Restoration.
Gift of Men - Improved Fate (+15).
Strong Men - Improved Might (+15).
Racial Traits:
Balance of Man -- improved defenses, important in the Moria combat engine.
Duty-bound -- morale bonus to your group, nice to have.
Man of the Fourth Age -- +20 will (I think), not the best burg trait but its ok.
Man Sword-damage Bonus -- great for burgs, dual swords is a solid setup for men.
Return to Bree -- takes you home, great skill.
Strength of Morale -- A fairly large (level based) extra self heal. This is very nice!
Tactics and Might Bonus -- FM bonus as above.
Upper-cut -- a wimpy, useless attack.
Summary:
Balance of Man (defense)
Duty-bound (small morale increase)
Man Sword-damage Bonus
Strength of Morale (self heal)
best passives:
Easily Inspired - Increased Morale Restoration.
Strong Men - Improved Might (+15).
Now, for the Burglar class we have several attributes which are important to us (regardless of what order of importance we personally choose to assign them).
Below is a list of the different core attributes. The ones in Bold (Might, Agility, Vitality) are arguably more important to a Burglar than the ones that are Not bolded (Will, Fate).
Might
Might increases your ability to parry incoming blows and cause greater damage with a weapon. It also reduces incoming damage from common sources and increases the effectiveness of your Armour.
Agility
Agility increases your ability to evade and parry incoming blows, increases your chance to critically hit a foe, and reduces your miss chance.
Vitality
Vitality increases your maximum morale, ability to regenerate morale when not in combat, resistances to Wound, Disease, and Poison. It also reduces incoming damage from non-weapon sources like Shadow, Fire and Frost. 1 Point of Vitality equates to 3 points of Morale.
Will
Will affects how much power you regenerate when not in combat, how much you resist fear effects (including cowering from Dread) and increases your maximum power total. 1 Point of Will is equal to 3 points of power.
Fate
Fate directly increases how quickly you regenerate both power and morale while in combat.
In addition to this, gear can have effects that add morale, power, critical chance, resists, etc. Burglars work by scoring critical hits, so one top priority is to stack melee critical rating (agility supports this). Critical hits unlock many of our skills, just as guardians need to block attacks with a shield to perform their skills. Also, currently (mirkwood era) our power runs dry very fast so a good in combat power regen rating is important, this is improved with fate. Finally, everyone needs a decent morale pool, and that is helped with vitality. On top of this, melee defense at the higher levels is important to improve our toughness, this is mostly found on virtues such as innocence at the lower levels. Might is great to have to improve damage.
In Game:
Level 1:
So you’ve appeared in Middle Earth, Fantastic! I’m not going to go through a basic tutorial because well the game does a good job at it and I’m also kind of assuming that you’re at least a little familiar with the game, so we’ll dive right in
Note: I have removed the odd levels which all said "you get passive skills and little else". Go to your trainer, and look at the dialog, there is a 'tab' for 'passive' skills (the default one is for active skills). These need to be trained, you get stuff like improved defenses, new weapon types, critical hit chance, etc. Do not forget to check the passive tab and train these skills!
At level 1 Burglars have 3 active skills:
Cunning Attack - Main Hand Damage + Damage over Time
Surprise Strike - Main Hand Damage + Based On Level Damage. Does more damage from behind and while in stealth.
Subtle Stab – Damage
You also have several Passive skills which allow you to use the following:
Light Armour
Specialized Equipment
Daggers
One-Handed Maces
One-Handed Swords
As you can see, we don’t start out very well off. We can only wear Light Armor and only have a few weapon choices.
This of course leads us to the next question: What weapon should I use?! Whats the best for my Burg?!
All burglars get (eventually, but not yet) a 2% bonus to damage with daggers. Daggers also have a chance to crit the auto attacks to open up your crit-based skills. Swords have a hit chance bonus and help against higher level mobs which are harder to hit. Clubs you cannot use yet. The mace bonus is lackluster. In time, you will earn a 2% bonus with your racial weapons, which means a hobbit gets a 2% with a club while men get a 2% with swords. 2% is fairly small: at 65 a 3000 damage suprise strike would gain... 60 damage, and the difference between 3000 and 3060 is insignificant in this game most of the time. So, if you can do it and have earned the levels/traits to gain a 2% bonus, it helps a tiny bit. If you find a weapon that is better but is not of the type that gives you a bonus, use the better weapon. I think its possible to earn the racial hobbit club bonus before the quest to use clubs is available, but be patient and you will have your clubs in time. For a weapon, the first thing to look at is its DPS value, the higher it is, the better the weapon. If the dps is the same, you compare the stats, looking for melee crit, might, agility, vitality, etc same as a piece of armor. Your best weapon goes in your main hand, your second best in your offhand, because skills do mostly mainhand damage only and so the higher dps rating is important to be in the main hand slot. The best choices for a low level burglar are swords or daggers, choosing between hit or crit; possibly the very best would be a mainhand sword and offhand dagger so your main skills hit more often while your auto attacks get a crit boost. However, in the end, just use the best dps rating weapons you can find with the best other stats. Note that you occasionally find a weapon, even at early levels, that does non-common damage (fire, beleriend, westernesse, ancient dwarf make, or the like). These do extra damage to some mob types and a bypass the common mitigation of monsters which is usually their highest defense, so "anything besides common" damage is good (however still secondary to dps rating, so don't drop dps rating to get fire damage for example).
At this level you’re basically just frontal attacking mobs and alternating between the 3 skills.
Keep in mind that Surprise Attack does more damage if you use it from behind. This means that if you come across a Non-Aggressive mob and you can get behind them for the first hit, use Surprise Attack.
Also keep in mind that it is a good idea to use Cunning Attack early on so that the DoT works for you as much as possible.
Level 2:
At level 2 not much changes however you Do get your first Debuff. Learn to like, and use it because it will be your only debuff until level 14 (Addle)
Trick: Disable - Debuff: Slows target Attack Speed and Melee Damage by 15%.
Pretty straight forward. Apply this buff in every fight. It takes a very little time to cast and the benefits are pretty high for the level. You’ll be using it a Lot.
Level 4:
At level 4 you take your first step [read: colossal leap] towards becoming a true Burglar. You gain two abilities that you will use extensively for the rest of your Burglar experience.
Sneak - Enters Stealth Mode (Movement speed reduced to 50%, can be increased to 70% with a trait).
Ahhh sneak, the skill you’ve no doubt been waiting and salivating for, running to the trainer every level to check if its available (unless you’re one of the smart ones and unchecked that little box that only shows you available skills, in which case you saw it waiting for you at level 4) Sneak in LoTRO is not very dissimilar to other games. It hides you from the eyes of others (both PCs and NPCs*) unless you’re in a fellowship in which case they see you as you see yourself. A “Ghost” image.
While in Sneak, as stated above, you move 50% slower and so you’re moving pretty slow. A common mistake I see a lot of players make is to enter stealth too early (meaning too far away from their target) and then end up either taking forever to reach it, or have it “tagged” by someone else who didn’t even realize you were en-route. Gear that improves out of combat run speed can help your sneak speed (its 50% of your 120% which is 60% of normal..!) and later on, traits and other items help you sneak faster, even getting it darn close to normal speed. Also look out for items that add to stealth level, often cloaks have this benefit, making you harder to see.
It is worth the time to learn the approximate agro range for mobs early in the game. Of course this range varies from mob to mob and also has to do with the level disparity between yourself and the mob, but get a good “feel” for the distance and then, when you spot your target, run up and just before you enter that agro range, hit your button. It saves time, and is a Lot more efficient.
It is also important to note that in LoTRO direction matters! That means that if you come straight at your target, approaching its face, you will get spotted faster than if you approach from the back. If you must hit a mob from the front from stealth, use cunning attack as its bonus is not positional. Also use CA if aim is on cooldown or you do not yet have aim, to open from stealth. If you have aim, use aim and suprise strike from behind for a deadly stealth attack.
I say attack as soon as you can because the closer you get to your target the more likely it is to spot you. So, learn the range of your attack and as soon as you can, Hit em! Don’t give them the chance to spot or sense you.
This leads me to the next point of Stealth. There are 3 situations you can find yourself in during stealth.
-Stealthed: In this case you are completely undetected by anyone (NPC)
-Sensed: In this case your target has been alerted to your presence (you know this by a squiggly line that appears above the NPCs head and the NPC turns to face you. Note: This does NOT mean that you have been spotted you are still stealthed and if you move away and circle around, the NPC once again becomes oblivious to your presence.
-Spotted: Your cover has been blown! Fight or Flight!
Stealth is an art and anyone who tells you otherwise is half arsing it. If you want to be a respectable Burglar, take pride in your work, you will enjoy the benefits and others will appreciate you for it when you successfully sneak past some Elite Mob to scout the chamber beyond instead of catching agro and wiping your group.
Burglar's Advantage - You are able to hit an enemy again after a critical hit, inflicting more damage from behind.
Burglar’s Advantage is a personal favorite and how could it not be?! It is a conditional skill, meaning that you cannot use it just like that (like for example cunning strike). This skill becomes available only after you’ve scored a Critical Strike. Once it does the skill becomes available for a Very limited time so use it promptly. In a group, you can use it from behind for extra damage. Soloing, unless you stun or mez the mob, your few positional attacks are your opening attack from stealth and BA will not be one of those atttacks as you have not yet crit. Once you have more skills that stun, running behind to do aim, suprise strike, thats a crit so BA is open, etc. gives a lot of positional damage in a short amount of time.
Level 6:
At level 6 we get 1 “defensive” skill:
Touch and Go - Increases evade chance by 50% for 30 seconds. 5 minute cooldown. Shares recovery timer with Knives Out.
This is a very helpful skill that you should use when facing a tough mob (like a boss or elite) or several mobs. Keep in mind it has a moderate cool down so try not to spam it on a normal mob or when you may need it, it will not be available.
While this skill adds another useful tool to our growing arsenal, it doesn’t change our play style by much.
Level 8:
At level 8, we take another giant leap forward in our usefulness to both ourselves and others. We get an invaluable skill that you will use more than you can imagine (if you play right) This skill will save your Burglaring butt in a pinch and allow you to take on encounters that up until now were simply not an option or left you fleeing for your Morale!
Riddle - 30 seconds daze, 60 second cooldown. Can be reduced to 30 if Mischief is toggled.
Say it with me: Riddle, Riddle, Riddle! This baby is Right out of the Lore Books, from the pen of JRR himself. I will direct your memory to “The Hobbit” where Bilbo meets Golum for the first time. Basically the premise here is that you pose a riddle to your enemy which is so perplexing that the person literally has to stop and think about it for a whole 30 seconds! As expected, this effect breaks on damage so make sure there are no DoTs on your target before casting it. Also make sure that any party members you have KNOW that you’re about to daze your target or they might hit it and break the effect.
Also keep in mind that it only works on Intelligent creatures: Humanoids (goblins orcs etc), Undead and not much else. So don’t pose a riddle to a boar because you’ll get smacked for your effort.
Level 10:
Level 10 is a critical point in your Burglaring career. While offering only 1 (albeit very useful skill) it offers you something much better. The ability to dual wield and the ability to wear Medium Armor!
Mischievous Glee - You can surprise a foe with an active Trick on them, removing the Trick and restoring some of your Morale. This will never miss against on level targets, nor can it be parried, blocked, or evaded. Range: 3m Base Cooldown: 45s
For those of you scratching your heads here’s the scoop. Remember “Disable” ? that Trick you’ve been using for the past 8 levels? Well it just got better! With this skill, once you apply a “Trick” like disable to your target, you have the option of removing that trick and applying a small HoT (Heal Over Time) to yourself (and only yourself) As stated this never misses so as long as your target has a Trick (any trick you placed on it) and is alive, you can get a HoT. This HoT, like every other skill you get, scales with your level, so it gets better as you do (imagine that!)
The intelligent use for this skill (aside from times when you simply Must heal yourself ASAP) is to apply your trick, wait until the Cool Down on that same trick (or a different trick you wish to use is over (aka the skill becomes available again) by then, the current Trick will still be active on the target but fading fast. At this point you should use your Misc. Glee and then immediately cast another trick (same or otherwise) on the target. This way you get the full benefit of the trick, the heal, and only have about 1 second where the target isn’t effected by a trick (debuff). Play around with this a bit until you master it and feel comfortable with the timing.
It’s a Very very very very useful skill, the Cool down is not very long a mere 45 seconds which makes using this skill often a no brainer. (I tend to use it towards the very end of the battle because you end up killing the mob almost immediately after the HoT becomes active and so you get the full benefit of the heal without having to lose any to damage.
Dual Wielding - Allows the usage of two weapons in each respective hand. Remember the bit about main hand and offhand in the "what weapon do I use" section? From here on, you will always want to be useing dual weapons.
This is our baby! A weapon in each hand, what could be better?! There are tons of threads out there that analyze the raw math of this and frankly, this guide is large enough without adding all that in here! j)
Medium Armor – This allows the use of Medium (Leather) armor. It substantially increases your Armor Rating. Armor rating in this game has minimal impact on your actual toughness, so this helps a little bit and you should use medium armor from here on unless you find an *extremely* good light armor piece. Since you were probably wondering, block parry evade (and, burglar cannot block, no shield) ratings and melee/ranged/tatical defense ratings are the true armor of this game, while armor value is "in addition to" those values and adds a little bit but not much.
Level 12:
At level 12 you get 2 very useful skills, one of which becomes one of the Core reasons to have a Burglar in a Fellowship (and is a skill exclusive to the Burglar class)
Exploit Opening - Stuns enemy for 5 seconds, allowing your fellowship to perform a maneuver. 5 minute cooldown
For those of you who don’t know… a Maneuver is a Fellowship tactic that requires the cooperation of the entire fellowship in order to unlock a special effect. You may have seen it before.. it’s a diamond of 4 options that pops up on occasion (random). Please direct your browsers to:
http://lorebook.lotro.com/wiki/Mechanics:Fellowship_Maneuvers for a detailed explanation of this phenomena.
The big deal here is that while there are several skills that “Can” start a Maneuver, only we can start one on command. (That, if you didn’t guess, is a Huge deal in some fights…)
Aim - The next damage dealing attack will be a critical hit and your chances to miss will be significantly reduced. Using this skill will not break stealth. 10 seconds duration, 1:30 cooldown. Can be reduced to 1:00 with a trait.
Basically what this means is, you want to use this skill right before a hard hitting skill (for now that would probably be Surprise Strike). Also, I will direct your attention to “Using this skill will not break stealth”. This is very important because it allows you to score a Critical Strike on an opening move. Remember, after using aim your critical "chain" is opened, so you can now use burglars advantage as well, so a single aim opens up a lot of big hitting skills later on, use it strategically, but try to use it often.
There are invariably 2 Burglar camps out there. Those that use Stealth regularly and those that do Not. (that camp becomes further divided at level 20 but more on that later). Those that use Stealth regularly know that the best way to start a fight is by sneaking up behind your target and then using Surprise Strike, this way you get the Bonus damage of “from stealth and from behind.” Now add to this a Critical Strike, Mmmm can you taste the victory?! Remember, aim also works on a cunning attack from stealth if you cannot get behind a target, and again, remember that cunning attack is usually more damage from stealth if aim is down because your odds of a non-aimed suprise crit are low, while a non crit cunning attack from stealth gets a big boost. Also note that cunning attack from stealth and normal are different attacks, so you can put TWO bleeds on your enemy this way, and critial attacks are also a stack, for THREE bleeds on one target. So, say aim has 15 seconds left on its cooldown, you sneak in, pop cunning attack from stealth, hit the mob a few times and stick a second CA bleed on it, then aim pops up, and you aim + ca to stick a third bleed on it... there are times when this sort of thing is better than suprise strike.
While sneaking up towards your target (no need to stop moving in order to use this skill) pop this skill off, you’ll see a ghostly circle appear above your head, then when you get behind your target pop Surprise Strike and WHAM! Critical+from behind+from stealth a brilliant combination that immediately opens up Burglar's Advantage for use (use it asap)
For those who don’t use Stealth as an opener, don’t fret, there is a good tactic for you as well! If you’ve been using Burglar’s Advantage you’ve no doubt noticed the Class Trait that calls for the landing of a critical strike with a skill unlocked by a critical strike (meaning score a crit with Burglar’s Avantage). Now we have a sure fire way to advance that trait. While in battle, wait until you naturally score a Critical Strike, once Burg’s Avd. Opens up, use your Aim and then use Burglar’s Advantage, You’re almost guaranteed to land a critical strike with it and it counts towards your trait. If you riddle a mob, you can get positional aim and suprise strike, or if you stun a mob, you can aim, SS, and BA all from behind for extreme damage.
This method means that you might not get to use it every time Aim is available. If you feel like you need an extra Umph of damage, use Aim and then Surprise Strike to maximize damage and then immediately use Burglar’s Advantage.
Level 14:
Well now, I’m sure that at least several of you have been wondering [read: complaining] about the fact that we are Burglars… but we cant Burgle!! Well, your wait is over! At level 14 we can officially call ourselves Burglars.
Burgle - While sneaking about, you can attempt to lighten the pockets of unsuspecting targets.
This skill can be used from Stealth and has a short-ish range of 4 meters. It doesn’t always work and you must make sure you have room in your inventory for it to work. Using this skill does NOT break stealth so it’s a great little addition to your combat initiation sequence. Mostly it’s a novelty skill but it can yield some extra cash so why not!
Addle - You confuse your enemy so thoroughly that he fails any skill attempts in process, and any subsequent skill attempts for a short time take much longer to execute.
Duration: 30s Range: 20m Base Cooldown: 15s
Addle is an interesting skill, its not a trick so it can stack along with Disable (but keep in mind that it cannot be used along with Misc. Glee for the Heal) this skill is useful in that it guarantees the failure of the next skill the mob tries to use, and make the use of the following skills (for 30 seconds) take much longer.
Level 15:
Parry Rank 2 - Adds 2.0% to Parry Chance
Another odd level and while most Odd levels are pretty dull, this isnt one of them! At level 15 you'll notice a new Quest Ring Icon pop up on your map sitting right on top of your Class Trainer!
Yes, at level 15 we get our first Class Quest! These are exciting times, It is now that you must test your skill and sneakyness in order to reap great rewards!
I wont go into what the quest is or how to finish it because I'm not that evil but I will tell you that the major reward for this quest is indeed Major (In my opinion)
Ambidextrous - You are able to wield your off-hand weapon more efficiently, dealing greater damage to your foes. Adds 15.0% to Off-Hand Damage Multiplier.
Cant get much better than that! (actually you can, Do the quest and check out one of the other rewards <hint hint>)
Level 16:
Level 16 is a seemingly uneventful level but things are often more than what they seem. We get a second trick!
Trick Dust in the Eyes - Debuff: Adds 20.0% to Miss Chance and Slows movement speed by 25% (Including Mounts)
This trick is fantastic. Look at it this way, it could read “Adds 20% evade chance vs the Target” basically; this skill is 2 skills in 1. It not only gives you a 20% evade chance vs your target, it is also an emergency evac skill or even a good breather with its -25% movement speed debuff.
Note: This Trick applies 2 distinct debuffs on the target. This is important to note because the -25% speed debuff is NOT considered a trick and therefore will remain on the target even if you use Mischievous Glee.
Note2: This skill will break riddle if used, keep that in mind!
Here is a tactic that I like using if I’m facing a particularly nasty enemy (boss or elite or +5 lvl mob):
Start off normally, with sneak + aim + surprise strike, then I’ll pop Disable, then Burglar’s Advantage, then start alternating between the 3 damage skills. Around half way through the battle, when I’m about 50% Morale (OR right before Disable is about to fade out) I’ll pop Mischievous Glee and then immediately Dust in the Eyes and then step away from the mob (Assuming Dust landed). You’ll Easily be able to keep away from the mob because of the -25% movement speed
This allows me to kite the mob for the duration of the HoT. Since the mob is still In Combat, it will not be regening much of its HP… but I will. Once the HoT fades out I rush back in and keep hacking away! (This tactic takes on a new dimension at level 20 but we’ll elaborate then.)
Level 18:
Level 18 brings with it a great “Sneak” and combat aversion skill that will help you greatly in getting in and out of places without a fight. Any way you look at it, that’s a good thing!
Diversion - Distracts enemy to look in opposite direction. Can only be used while in stealth. This skill can be used to stop a patrolling mob for a short time, if it is not resisted.
This skill basically has you toss a “something” at the enemy and will cause it to turn away from you. It does not result in agro or “sensing” of you. Once the effect fades, the mob goes back to normal (either facing here it was before, or continuing its patrol)
This is also a great addition to your opening sequence since it causes the enemy to expose its back to you which means you don’t have to circle all the way around (and sometimes you cant) so when you cant go to the mountain, make the mountain come to you
Level 20:
At last! Level 20. We’ve been through a lot together these past 20 levels and here we stand, at the doorway to a whole new world (not really). Level 20 brings with it several skills and perhaps a whole new way of approaching battles. (For those who think I’m being a bit overdramatic… you’re probably right but hey, it’s my guide and I’m allowed :P)
Clever Devices Enables burglars to use devices such as caltrops, marbles, and stun dust.
Tools of the Trade - Enables burglars to use special tools to facilitate their clever tricks.
These two two skills are passive and go hand in hand. They allow you to equip special items that can be bought at your Burglar trainer (or crafted) Be sure to browse the wares and see whats available.
Track Treasure - Tracks chests, marking them on your minimap. This works exactly like your Crafting Profession Node Trackers.
Startling Twist - You startle an enemy with an active Trick on them, stunning them for 8s and removing the Trick.
This skill works on the same basic premise as Mischievous Glee in that it requires an active skill on the target in order to be possible. It also removes the trick. Though more difficult to set up, as an active trick is required, this skill can be used as an interrupt on casters or summoners, if it is not resisted.
You would be surprised how long 8 seconds can be in a fight. Also note that this is a Stun, not a Daze and so it will NOT be broken by damage. Slay away friends!
Note: Once the stun is activated, Make sure you get Behind your enemy as we cause more damage from behind; its a great tatic to save up AIM to use after a twist so you can crit a suprise strike from behind.
Remember “Dust in the Eyes”? We established 1 particular tactic (that may or may not work for you, I wont take it personally
)
Well now we’re able to expand on that tactic. In the previous method, we would use Disable, drop that for the HoT and then use Dust to get away from the mob while we heal.
Now that we have Startling Twist, we have 2 Tricks and 2 Skills that need a Trick. This is too perfectly aligned to pass up. The idea behind this tactic remains the same. To allow us to heal during battle without taking any additional damage (DoTs aside) from our target but where before we had to kite the mob in order to achieve this, Now we have no such problem!
We’ll start with the same method, sneak + aim + surprise strike, then pop Disable, then Burglar’s Advantage, then start alternating between the 3 damage skills. Around half way through the battle, at about 50% Morale (OR right before Disable is about to fade out) pop Mischievous Glee and then immediately Dust in the Eyes.
Now you have a decision to make, you can either step away and kite, saving the stun for later, OR you can pop the stun immediately. Since Dust in the Eyes applies 2 separate debuffs on the target, using Startling Twist will only remove the -20% miss chance and will Leave the -25% movement speed in effect. Of course, using Startling Twist means you now have 8 seconds to attack your target (from behind of course) AND heal uninterrupted.
If you decided that you’d like to save your stun for later, that’s fine too, make sure you use it before Dust in the Eyes fades or after you’ve applied your next trick (obviously)
Since I personally prefer Dust in the Eyes over Disable (I’d rather have them miss more – in which case I take 0 damage, than have them deal 15% less damage per hit and have them hit 15% slower.) I tend to burn Disable for Mischievous Glee and then use Dust in the Eyes because then I have the luxury of either kiting, fighting or stunning.
Hope this helps
Mischief - Instead of Sneaking, you set your mind straightway to Mischief. While active, your Tricks and Twists cost less power to use and the recovery timer of Riddle is reduced. This skill can only be activated out of combat and cannot be used while sneaking. -25% Tricks Power Cost, -30s Riddle Cooldown
Throughout this guide I’ve hinted that a potentially big change happens at level 20. Well, here it is! Mischief is potentially an approach changing skill to many players and all that aside, it is a Very valuable skill by any measure.
This skill demands a choice. Stealth or Crowd Control. While it reduces the power cost of your tricks and twists (and that’s nice) I do not consider that effect to be anywhere near the importance of the -30 second cooldown reduction on Riddle. Yes you heard me right, your Riddle skill now has a Stun duration of 30 seconds AND a cool down of 30 seconds!
This of course means that you are now able to “Perma mezz” or permanently remove 1 “intelligent” creature from the fight for as long as you want (or until someone messes it up for us!) The value of this ability cannot be overstressed. It can take a boss out of a fight, allowing you to kill all the adds at your own pace. It can give you unlimited healing time. It can give you and your fellowship time to regroup, recover a fallen comrade or just do a /dance1.
Also, it is a great way to “tag” a mob for later. You can Riddle a mob, then fight a different one while that one ponders your tricksyness and then once you finish with your current target you can move on to Number 2. Furthermore it can allow you to always start your fights on your own terms (when dealing with “intelligent” mobs) that means that you can always start your battles with a strike from behind which means that all you’re lacking from the Stealth Camp is the “From Stealth” damage bonus.
I tend to go into Mischief mode when in groups, or when I’m fighting Humaniods and I need to juggle the potential for adds. (Lets say I need to get to a barrel of rotting flesh that’s sitting right behind 2 Orcs. Instead sneaking up and then fighting 2 mobs, I’ll pop a riddle on one of them, his friend will agro to where I am and I can fight on my own terms. Then when I’m done, I can move up to the second guy and attack on my own time and terms.
The Hard Core Stealth camp will tell you that you can sneak up, begin your attack and then immediately pop a riddle on the second guy.. you know what… they are right! However, this carries with it the problem that if at the end of the 30 second daze you aren’t ready (for any reason) to enter a new fight… you’re out of luck. It also means that if you’ve engaged your second target and a 3rd enemy comes rolling in.. you’re also out of luck.
Any way to spin it, Mischief gives you an amazing ability that should not be overlooked by any means!
Well folks, that’s just about it for this guide. I hope you’ve enjoyed reading it as much as I’ve enjoyed writing it! Of course, it goes without saying that I have No intention of insulting anyone and if for some bizarre reason you have managed to take insult during the reading of this Guide, then I truly apologize. Point out your problem and I’ll do my best to remedy it!
Also, if anyone has any factual corrections on anything I’ve posted here let me know and I’ll correct it asap! You may of course disagree with the tactics and conclusions I’ve drawn and that is of course your right. Don’t be silent about it, post it below! I’d love to hear your point of view and your take on things. Who knows, sometimes the smallest comment can change your gaming experience forever! (Insert Dramatic music)
I play on the Elendilmir world and go by the handle of Shemesh. If anyone would like to contact me and trade ideas/tactics, say Hi, or team up, Please send me a tell!
I wish you all good gaming and good luck!
Shem.