As Gods & Heroes: Rome Rising is poised to begin the first stages of beta testing, people are anxiously awaiting any tidbit of information regarding the various classes in the game--especially anything that concerns the as-of-yet announced feat tree system. In hopes of generating even more interest about the various classes and their abilities, we have decided to unveil a small portion of the Rogue's feat tree and talk a little about the various paths a player can take.
If you follow the developer posts over at the Gods & Heroes community forums, we talked a little bit about the Rogue class and what our vision was versus the current MMO stereotype. In a talk with Mike Hines, the Senior Art Director for Gods & Heroes, he spoke at length regarding the overall look of the Rogue and their place in ancient Roman culture. The Rogue, while still retaining many of the fighting and stealth traits that people have come to love and expect, has moved from a "shadowy figure of mystery" to a "confident, almost cocky" and colorful character. The Rogue has a heavy Persian influence and is considered to be well-traveled and even a bit of a pirate-esque type of individual. For more reading, you can find the full article here.
So now it's time to get to know our Rogue, let's take a look at their Feat tree! The Feat tree for every character consists of three Core trees and then two additional trees, in this case Distance Fighting and Close Fighting, to help specialize to your fighting preferences even further.
Class Core Skills are your basic skills and from these basic skills you will get all you need to fight as a Rogue. The traditional skills can be found here, like Stealth and Backstab, as well as some non-traditional skills for a Rogue, like Automaton Confusion (used to confuse all metallic creatures) and Flank (an advanced attack command for your Skirmisher minions). The mix in the class core skills alone make for a unique Rogue.
Next up are Distance Fighting feats. These feats usually require a rope to be equipped in your off-hand to execute. These feats allow for the Rogue to be more versatile and rely more on their squad of minions to engage the enemy more directly. Here you'll find skills like Piercing Rope and Entanglement.
Finally we have the Close Fighting feats. These feats fall in line with the more traditional Rogue and even include more of the skills that you would tend to see on such a character. These skills include Groin Kick (everyone's favorite) and Penetrating Strike.
This is only a brief smattering of the Rogue's skill set, and in reality only represents the Rogue up to level 20. As we go on, we will reveal more of the Rogue's skill set and also the feat trees for some of the other classes in Gods & Heroes: Rome Rising. Until then, thanks for checking out the Rogue!
LEVEL |
ICON |
NAME |
TREE |
DESCRIPTION |
1 |
|
Stealth |
Class Core |
While not in combat, the Rogue can use stealth to disappear from view and sneak around at a reduced speed. The chance of discovery is decreased for each additional Feat point spent in Stealth, maximum of three points. This Feat can be upgraded at level 10 instead of choosing a new Feat. |
2 |
|
Blind |
Class Core |
The Rogue can temporarily blind an opponent by kicking sand in their eyes. The length of time your opponent is blinded and amount of damage done is increased for each additional Feat point spent in Blind, maximum of three points. This Feat can be upgraded at level 10 instead of choosing a new Feat. |
3 |
|
Backstab |
Class Core |
While stealthed, the Rogue can initiate a single sneak attack on an opponent for large amounts of direct damage. Damage is increased for each additional Feat point spent in Backstab, maximum of 3 points. This Feat can be upgraded at level 10 instead of choosing a new Feat. |
5 |
|
Evade |
Class Core |
Evade gives the Rogue an increased ability to resist negative movement effects and also reduce the aggression generated by hostile mobs. The Rogue's defense is also increased for each additional Feat point spent in Evade, maximum of three points. This Feat can be upgraded at level 15 instead of choosing a new Feat. |
5 |
|
Distract |
Class Core |
A fast maneuver that distracts the hostile opponent resulting in the opponent being stunned for a small amount of time. The duration of the stun is increased for each additional Feat point spent in Distract, maximum of three points. This Feat can be upgraded at level 15 instead of choosing a new Feat. |
5 |
|
Blindside |
Class Core |
An attack that knocks the Rogue's opponent down and stuns them temporarily while doing direct damage. Stun duration is increased for each additional Feat point spent in Blindside, maximum of three points. This Feat can be upgraded at level 15 instead of choosing a new Feat. |
10 |
|
Entangle |
Distance Fighting |
When equipped with a rope, the Rogue can entangle an opponent thereby reducing their movement speed, their offensive and defensive abilities. The opponent's speed, offensive, and defensive capabilities are further reduced for each additional Feat point spent in Entangle, maximum of three points. This Feat can be upgraded at level 20 instead of choosing a new Feat. |
10 |
|
Safe Fall |
Class Core |
A passive effect that is always active, the Rogue takes reduced damage from falling. Falling damage is reduced even further for each additional Feat point spent in Safe Fall, maximum of three points. This Feat can be upgraded at level 20 instead of choosing a new Feat. |
10 |
|
Hide Unit (Unit Only) |
Class Core |
Using this Feat, the Rogue can hide their Skirmisher units from view until such a time that it becomes advantageous to unhide them for a surprise attack. This skill does not allow the Skirmisher unit to move while hidden. Chance of discovery is further reduced for each additional Feat point spent in Hide Unit, maximum of three points. This Feat can be upgraded at level 20 instead of choosing a new Feat. |
10 |
|
Gut |
Class Core |
The Rogue executes a special uppercut maneuver on their opponent which causes damage over time from bleeding. Damage is increased for each additional Feat point spent in Gut, maximum of three points. This Feat can be upgraded at level 20 instead of choosing a new Feat. |
10 |
|
Groin Kick |
Close Fighting |
A brutally underhanded attack that stuns even the most defiant opponent while doing some direct damage. Stun duration is increased for each additional Feat point spent in Groin Kick, maximum of three points. This Feat can be upgraded at level 20 instead of choosing a new Feat. |
15 |
|
Automaton Confusion |
Class Core |
A special Rogue attack that affects only automaton-based creatures. The attack stuns the metallic opponent for a set amount of time. Stun duration is increased for each additional Feat point spent in Automaton Confusion, maximum of three points. This Feat can be upgraded at level 25 instead of choosing a new Feat. |
15 |
|
Make Poison |
Class Core |
This Feat allows the Rogue to make a vial of poison to apply to their weapon or give to another player who can then apply it to their weapon. Damage done by poison and duration of poison is increased for each additional Feat point spent in Make Poison, maximum of three points. This Feat can be upgraded at level 25 instead of choosing a new Feat. |
15 |
|
Skirmishing Aura |
Class Core |
An Area Effect Aura that the Rogue can initiate that affects all friendlies. Skirmishing Aura gives all friendlies a significant defensive increase at the cost of reduced damage output. Defensive bonus is increased for each additional Feat point spent in Skirmishing Aura, damage reduction remains unaffected, maximum of three points. This Feat can be upgraded at level 25 instead of choosing a new Feat. |
20 |
|
Piercing Rope |
Distance Fighting |
When equipped with a rope the Rogue executes a ranged attack that does damage while ignoring a portion of the opponent's armor bonus. A larger portion of the armor bonus is ignored and damage done is increased for each additional Feat point spent in Piercing Rope, maximum of three points. This Feat can be upgraded at level 30 instead of choosing a new Feat. |
20 |
|
Slipperiness |
Class Core |
A passive effect that is always active, Slipperiness increases a Rogue's chances to dodge and opponent's strike. Chance to dodge is increased for each additional Feat point spent in Slipperiness, maximum of three points. This Feat can be upgraded at level 30 instead of choosing a new Feat. |
20 |
|
Flank (Unit Only) |
Class Core |
When executing a flank, the Rogue's Skirmisher minions out flanks the opponent's minions to do direct damage to a specific target. The attacking Skirmisher minion does not gain agro from this attack. Additional damage is dealt for each Feat point spent in Flank, maximum of three points. This Feat can be upgraded at level 30 instead of choosing a new Feat. |
20 |
|
Negate Armor |
Class Core |
An attack that the Rogue executes to temporarily put the opponent in a vulnerable position by negating their armor bonus. The length of time the penalty affects the opponent is increased for each additional Feat point spent in Negate Armor, maximum of three points. This Feat can be upgraded at level 30 instead of choosing a new Feat. |
20 |
|
Penetrating Strike |
Close Fighting |
A close-ranged attack that the Rogue uses to do damage that ignores a portion of the opponent's armor bonus. A larger portion of the armor bonus is ignored and damage done is increased for each additional Feat point spent in Penetrating Strike, maximum of three points. This Feat can be upgraded at level 30 instead of choosing a new Feat. |