Four
Rogues was one of my favorite ways to play Diablo. I even managed to talk
Cy, Jaffa, and Jester into a run of them back in 2002, where we (barely)
3-dotted a quartet.
I tried playing a
"D2 Rogue" back in v1.05 in early 01. Sorceress using a bow,
enchant, teleport, shiver armor. The chief problem at the time was lack
of Attack Rating along with the way the mlvl curve derailed early on in
Nightmare. In D1, a strong rogue almost never misses, and without that
effect in play, the D2 version just didn't quite hold up.
Along comes the 1.1
patch... Some things have changed. There were no Eth runes in vanilla
D2. There were no elemental damage charms or circlets, fewer cube recipes.
Enchant now boosts attack rating, nearly to 3x, which while still not
truly Rogue-ish, does seem to make a "D2 Rogue" playable.
In D1, the Rogue had
enough mana to use some spells, and enough magic to mature a number of
spells to a decent level, especially with the aid of "reading glasses"
or Enchanted shrines. She was a poor man's warrior or mage, though. As
warrior, her incredible dex could make for almost flawless blocking, but
her damage rate was not strong, while as warrior her spellcasting animation
was slower, and she had less mana. The bow was her main strength, if played
to the max.
There were Red Rogues
and Blue Rogues. Reds would run without mana shield, and rely very heavily
on teleport. They had less total life, but ironically, could use magic
more liberally because they had more precise control over how much mana
they had left. Blue Rogues ran with mana shield. They had more combined
life, but if the shield went down, they'd have to recast it, and a really
bad hit that takes down the shield also means no mana left for teleporting
out of there... a mean combination in a pinch. Each type of rogue build
had its strong points, and both were fun to play.
After getting to know the 1.1 patch in recent times, I think I can reliably
build a fun variant that can capture some of the spirit of the D1 Rogue.
So here we go.
CONCEPT
The Sorceress
class embodies most of the magic skills from the original Diablo. Key
among these is teleport. The D2 Amazon is rooted to the spot and relies
on her pet to tank for her. This combined with all the bow related skills
means she doesn't play like the D1 Rogue at all. Tactically, some things
carry over, but strategically and in terms of gameplay... no. It's not
a match. The D1 Rogue had sorcerous powers at a lower level than a true
sorcerer, had teleport mobility, and had only normal attack type. Thus
the sorcie is the closest match. She can teleport, support herself with
"limited" magic, and must use normal attack.
DEXTERITY
Approximately
half of your attribute points should be assigned to Dexterity. You should
be able to block at the rate shown on a shield, or better. (Some leeway
is allowed, temporarily. If you need more strength, for example, to use
a key piece of equipment, you can slack off on dex for a level or two,
but you need to catch it back up afterward.)
BOWS
Your bow is
your primary weapon. Crossbows are allowed, but keep in mind that Enchant
damage will be independent of bow damage or dexterity, and will be more
effective with higher attack rates.
MELEE WEAPONS
Rogues may keep
two bows in their weapon slots, or may carry any weapon type they please
in the second slot. This includes throwing potions, throwing weapons,
and melee weapons, as well as a second bow. Shields are also allowed.
A rogue can swap and "go melee" any time she pleases. With all
that dexterity, blocking may even be useful. In a team situation, some
rogues tanking with shields while others shoot from behind is perfectly
acceptable, but no rogue should forsake her bow entirely, so "melee-only"
rogues are not acceptable. Since all Rogues will know how to teleport,
none should ever "need" a tank to protect her.
ENCHANT
All D2 Rogues
are to max Enchant as soon as possible. This because the AR boost is needed,
and the fire damage doesn't hurt either.
TELEPORT
All D2 Rogues
must obtain the Teleport skill. How much to use it is player's discretion.
PETS
No pets. Sorry.
No mercs!
PRIMARY MAGIC SKILL
Each Rogue may
obtain a primary magic skill. This will be her special spell, used to
supplement her fighting prowess, take down physical immunes, and give
her a means of corpse recovery "in extremis" other than quitting
and rejoining the game. ONLY ONE primary skill per character is allowed.
Primary skills are unlimited in skill level.
A Rogue may pick
one primary skill from the following list of options:
* Firebolt
* Icebolt
* Charged Bolt
* Inferno
* Frost Nova
* Ice Blast
* Fireball
* Lightning
SECONDARY MAGIC SKILL
A Rogue may
also select one Secondary skill, under the following restrictions:
1) Each secondary skill endures a maximum skill level restriction.
2) Secondary skills MAY NOT exceed 50% of the current skill level of the
character's primary skill.
The following skills
are available as secondary skills, with the applicable level caps:
* Nova, up to
slvl 10.
* Firewall, up to slvl 8.
* Chain Lightning, up to slvl 10.
* Glacial Spike, up to slvl 10.
* Meteor, up to slvl 5.
* Thunderstorm, up to slvl 5.
* Blizzard, up to slvl 5.
* Hydra, up to slvl 8.
* Frozen Orb, up to slvl 5.
NOTE: during
the final Hell run for fourth dot, some skills (like Thunderstorm) may
be unusable in the "friendly fire" environment!
MASTERIES
Cold or
Lightning Mastery may not exceed slvl 10. No restriction on Fire Mastery.
+SKILL ITEMS
Not allowed.
Repeat: NOT ALLOWED. (Exception: initial staff as a weapon ONLY, until
it is replaced.)
STATIC FIELD and BLAZE
Not allowed
except as prereq. Do not use these skills!
ITEMS WITH CHARGES
Knock yourself
out. However, if you need a recharge, you have to pay your own way.
RED ROGUES
* MAY NOT
add to Energy!
* Must run with more life than mana. (Not counting Act One grace period
in normal difficulty.)
* Must max out a cold armor of their choice before entering Hell Difficulty.
* May not learn nor use Energy Shield.
BLUE ROGUES
* MAY NOT
add to Vitality!
* Must run with more mana than life (Exception: grace period until reaching
clvl 24).
* Cold armor is allowed but optional. How much and when is player's discretion.
* Must learn Energy Shield.
* Must use Energy Shield at ALL times (after reaching clvl 24, of course).
* Must get Telekinesis to slvl 7 before entering Nightmare difficulty,
and slvl 14 before entering Hell.
* Must get Energy Shield to slvl 3 before Nightmare and slvl 7 before
Hell.
NOTE: Blue
Rogue rules edited to reflect need for Telekinesis synergy to make Energy
Shield effective!
ROGUE REVIVAL TEAM VARIANT
* Weapons,
not magic, are a sister's primary tools. Any Rogue who kills more foes
with her magic than with her weaponry is a disgrace to the sisterhood.
Do not disgrace yourself in the eyes of your sisters!
* Rogues are a tight sisterhood. They may not play with any characters
except sister Rogues. (This means they play only with fellow team members,
in private team games. No "passersby" or "guests",
no joining RBD games or AB games, etc.)
* Only Rogues are allowed in the sisterhood! No Amazons, no Paladins,
no regular Sorcies, etc.
* If a Rogue "leaves" the sisterhood, she may play with other
characters but never return to the team.
* No twinking. Use what you can find, buy, or make for yourself. This
is a pure team concept.
* No "variant within the variant". You can run a rogue solo
any way you like, but no macho stuff when playing as part of a team. Follow
the rules and play within them to your full potential.
* Each Rogue should be viable solo, allowing players who miss a night
(and any quests) to catch up on their own.
* Any number of players may play, up to the maxium 8 of course. Since
Rogues are all the same -- except for Red or Blue, items, and magic skill
choices -- team members may be added or subtracted at any time without
disrupting the effectiveness of fellow team members.
* Any late-starting players who are trying to "catch up" and
"join the team" must build their chars solo, in isolation. There
are no exceptions to the purity concept. If you are to prove yourself
to your sisters and join the order, you must show discipline and commitment!
* Although this team variant is highly flexible, it is not meant to be
played in "pickup" fashion. Any true team variant requires regular
gaming nights and scheduled activity.
4-DOTTING THE TEAM
Completing
Normal earns the first dot, Nightmare the second, Hell the third. If the
team 3-dots as a group and players want to continue, then restart Hell
in unpartied fashion and go hostile with all fellow Rogues. Complete Hell
in "Friendly Fire", played D1 style, to earn that "fourth
dot". Since all chars will have completed the quests already, REMAIN
HOSTILE AT ALL TIMES. None of that "party up for quests" stuff.
Be careful not to
shoot your sisters in the back! And don't overdo those secondary magic
skills, either. This isn't meant to be a "beyond naked" type
of experience.
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