Hey my Runes of Magic class junkies,
I've been pondering the thought of Rogue/Champion being decent for DPS, as well as helping the end game parties in burst damage.
I've been thinking of this to be extremely helpful in ST Hard Mode, especially on the first boss. If and ONLY IF the 70/70 elite actually works.
70 elite as shown:
"Creates a mechanism at the caster's location that continuously releases electrical shocks to enemies within a range of 60 at a maximum of three targets per second. The electrical shocks inflict 500% main hand weapon DPS for 20 seconds.
(This skill stat will increase and decrease based on equipment and target strength)
(Affected targets will be in a state of Electrocution)"
Now, I'm not sure on the exact DPS percentage per second. However, it is NOT 500%. It seems to be 500% over the course of 20 seconds. Thus being 25% MWH DPS?? At this time, these calculations are the least of our problems...
However, what has intrigued me on this skill is the last little bit of info the skill gives. All targets that get hit by this small area of effect will suffer the effects of the spell (Champion general tab) "Electrocution."
If this is correct and is indeed NOT broken, wouldn't that mean the boss, target, or whomever this area of effect is hitting being constantly interrupted every GCD to 1 second? I have NOT had time to test this yet, so I'm hoping some of you have. In theory, couldn't this interrupt the first boss in ST's "Idolquake?" I hope so.
This is the part that I'm getting a bit excited about testing: The debuffing. There are 2 (TWO) skills that can, in theory, make Rogue/Champion one of the best debuffs this game has to offer.
Buff #1: Confusion Mechanism - MAX's at level 50, reduces the boss' PDef AND MDef by 18.5% for 3 seconds. (YES THIS STACKS WITH DRUID SEEDS (YES I HAVE TESTED THAT, TOO!)) But wait there is more. It summons a substitute type box-thingy that the boss or non-player enemy tanks for 3 solid seconds. With not losing aggro or HP. This little box is immune for 3 seconds while reducing the boss' defenses by close to 1/5.
Buff #2: Burying Mechanism - REQUIRING 0 TP and lasts for 6 seconds. Increasing overall received damage on the target by 10% (Physical and Magical) while also reducing the target's crit resistance by 100 points each.
Oh, one more thing, every time an elite skill is used on Rogue/Champion, all other elite skills get 5 seconds cut off from their CD's, as well as increasing the R/CH's Patk Speed and Dodge Rate by 5% and 2% (stacking up to 5). If you were to DIYCE it, or use an elite skill every 4-4.5 seconds, there are enough elite skills to keep this buff @ 5 stacks during the burn and then some. That's some insane attack speed, especially since you can Strong Stim, Raid X, Lute, and everything else.
So, now that all the technical things have been said, let us get to the game chemistry

. With the timing right, if you have the mini tank box tanking the target on AD/SS and Burying Mechanism, could the damage see a decent enough increase to be considered? Let's just say, in ST hard, I was with some R/M's. We tried without my buffs, (but everything else), the best R/M hit an approximate 81m Wound Attack. Then next run WITH my debuffs, that 81m Wound Attack transformed into a 102m Wound Attack. (Keep in mind that the 81 and 102 hits are divided by 3. (Since Wound Attack will hit 3x on AD/SS on a R/M that actually knows what he/she is doing.))
NOTE: This increase in damage was just from my two buffs added ALONE (Everything else was just as the end gamers do it regularly). That's 21% more dmg for everyone hitting on the boss @ that time. And yes, it was 100% manual. No DIYCE in sight for those runs on R/CH.
I'd love to have all you guys' input for this. As I'd also like to see some more R/CH in not just PvP, but PvE as well.
Cheers,
Keen