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Rouge/cleric guide

Discussion on Rouge/cleric guide within the SRO Guides & Templates forum part of the Silkroad Online category.

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Rouge/cleric guide

hello guys of Epvp when i was done with my force bow guide i made this guide (rly to much botting :P)
this build is from my point of view




0. About the build
1. Armor
2. Weapons
3. Skills
4. PvP
5. PvE


0. About the Build
Rogue offers the strongest physical attacks. However, it is also the easiest STR build to kill, unless you know what your doing. Cleric brings outrageous defense to the table, giving you more defense then a blader and more attack than a warrior. The trick is being able to make sure you know when to attack, and when to heal. That's one of the reasons I made this guide. Enjoy.



1. Armor

As a Rogue/cleric you are offered two choices for armor. The balanced defense of Light Armor, or the high magic low physical Robes.


Robes: 20% MP consumption reduce, and if you follow this guide you'll be using a lot of MP-costly cleric skills. It also offers 20% speed increase, and as a Rogue/cleric your terrible slow. However, Rogues already lack defense.


Light Armor: Offering more physical defense than robes, but less magical defense. However, thanks to the glory armor passives, this is the choice you want to make. When your low on HP, switch to cleric rod and shield, cast physical and magical buffs, and you've got a ton of defense. I strongly suggest you use light armor.


Weapons:
Rogues get to use two weapons that are very different from each other.


Daggers: High damage, High crit, and shiny chains. These are your friends in PvP. All the stats on daggers are important. Look for crit17 or higher.


Crossbow: Your ranged weapon. Helps you grind, and Knock down enemies in PvP. However, this weapon is more important for PvE than PvP. Look for decent crit, and high physical attack/physical reinforce.


Shield: It's all about the BR. The higher the blocking ratio, attacks will hurt you 0 more frequently. Critical reduces the chance of an enemy crit, but blocking ratio is the most important.


Cleric Rod: The higher the magic attack, the more you get healed. Look for one with a high magical attack percentage.

3. Skills

Red are the ones you really should get
Blue are the ones that are helpful, however not required
Green is somewhat useful, but really not important.


Stealth Expert Line

Stealth Extension: Increases the duration of stealth by 12 seconds every 10 levels. At 90 this is 84 seconds. Useful if your going to be stealthy, but since the pk2 became very common you will likely not spend all that much time in stealth.

Stealth Series

Scorn: Get it. It redirects any player's target to you. If your thieving/hunting with a wizard, all you have to do is hit em with scorn and the wizard can nuke away. Very useful for jobbing. It maxes at lv4, so it's not a lot of SP

Stealth:Makes you completely invisible, only detectable by very very underused items. Until that pk2 edit came along, this skill was a god send. Your invisible to players, but not all. Generally, it seems like thieves/hunters have it.

Destealth: Very useful now and then, but most people seem to not use stealth due to pk2. It allows you to detect other rogues that are in stealth.

Tag Point: A fun skill, but pretty useless. When you use it on someone, they appear on your map until they either get out of range, or teleport/die. Good for tracking wizards that are going to invis, but really not that useful.

Gross Scorn: Another scorn, with a different cool down. If you use it with normal scorn properly, people will be able to attack only you for 20.5 seconds. Again, it maxes at a low level, so the SP isn't outrageous.

Intensive Stealth: It's stealth with 60 seconds longer.

Intensive Destealth: Destealth with a higher detect radius. Very rarely useful.

Hunting Point: It's tag point with 2 connections. Weeeeeee.



Poison Line


Poison Weapons: 20% chance your xbow hit or your dagger attack will poison the enemy. It is useful when it comes to giants and PT mobs, but not so much when it comes to PvP.

Poison Circle: Reduces the chance of enemy curses landing. This is a completely useless skill for a rogue/cleric, as holy word is overwhelmingly superior.

Poison Field: 80% chance to inflict poison on those that are very very near you. Poison weapons inflicts poison already, this skill is a joke.

Poison Trap: Makes a circle of poison, those inside it have an 80% chance to be poisoned and it lasts for quite awhile. Poison is not a useful statuses, if you have the imbue this is worthless.

Vein Weapon: Poison weapons, higher status.

Vein Circle: It's poison circle. Holy spell is better, ignore it.

Mask Change Line

Monster Mask: Allows you to turn into a dead general monster. It is fun but useless past lv3. Kokoru masks are faster than lv60 horses.

Duplicate: If your not wearing any job items, you can copy the appearance of another person that isn't wearing any job items. Completely useless.

Beast Mask: Monster mask, but can make masks of higher level monsters. Kokorus are the only really useful mask, but with this one you can make Nachal masks and inflict zombie on botters ^_^

Crossbow Expert

Crossbow Power Up: Increases the damage you will deal with your crossbow. It's a passive, and you need to level it to level up your attacking skills.

Wide Sight: Maxes at a low level, is a passive, and increases your range. All your attacks can be performed at 4m further away when this passive is maxed.

Avoid: Reduces ranged physical damage. This really only applies to archers and other xbow in PvP. Decent, but not that good. 14% physical absorb at 90. It's a passive.

Crossbow EXTREME!!!!: Increases your physical damage by 75%, but reduces your hp to 50%, and your physical defense is decreased by 40%. It basically changes you into a wizard. As you level it up, you get a better physical attack increase. The percents stay the same.

Crossbow Line

Power Shot: Shoots a bolt. 50% chance to knock the target back, and the attack is 50% stronger when your hitting a knocked down enemy.

Fast Shot: Shoots a bolt....well, fast. A very very weak attack, but you can attack from 15m beyond your normal attack range. It's not very useful until lv60 when you get rapid shot.

Long Shot: Fires a bolt from a distance 4m longer than your usual range. It does not kd/kb. However, it is by far the strongest attack you have for xbow. Get it, max it, love it.

Blast Shot: Has a 50% chance to knock your foe down. It does decent damage on its own, and will later be the bread and butter of your PvP.

Intense Shot: More intense version of power shot. 2 hits, and the 2nd hit has a 75% chance to knock back. Also, 50% stronger on a downed enemy.

Rapid Shot: Shots 3 bolts rapidly. It is fast shot upgraded, so it still has outrageous range and very very little damage. However, now that it is AoE it means you can thin out lower level monsters at a rapid rate. Great if your 90 and hunting for a lv60 trader.

Distance Shot: Your new most powerful attack for xbow. Identical to long shot, but does more damage and has a slightly different animation.

Hurricane Shot: Blast shot's upgrade. It has 2 hits, and the 50% chance to KD on the 2nd hit.

Silent Expert Line


Dagger Power Up: Makes all dagger skills stronger, and is required to add other dagger skills. It's passive.

Hawk Eye: Increases your attack rating, in passive form. All you have to do is allocate the SP.

Poison Power Up: Makes poison/Vein weapon's effect last longer and hurt more. If you add this passive, your poison status will go through holy spell.

Venom Extension: Makes the duration of poison weapons/vein weapons last longer. It saves you a very small amount of MP for over 9000 SP. Passive.

Stealth Dagger: Greatly increases the damage of the first skill you use when you come out of stealth. If stealth actually worked, this skill would be much more useful, but thanks to pk2 it merely gets blue. Passive.

Quickstep: Makes you move faster in stealth, while holding daggers. Pretty useless, but it maxes at lv3 so it's not a ton of SP to waste. Passive.

Dagger Desperate: Increases your damage by 75%, but decreases your defense by 75%. Watch in amazement as you mow down players 12 levels above you then get killed in 2 skills by someone 12 below you.



Dagger Charge


Spinning: A basic 2 hit attack, it's rather weak and has a 2 second cool down. However, once you have all your attacks it can happen that all your skills are on cool down. Using this between the more powerful skills will prevent that.

Wounds: 2 hit attack, can inflict bleed. Hits for 50% stronger on a downed enemy.

Scud: Allow you to run very fast for 15 seconds. Nice, but lasts 15 seconds and takes 2 minutes to be able to be reused.

Screw: A stab. Does pretty good damage, and has a 30% chance to stun. A stun saves your life when your in DD.

Combo Blow: 3 hits of win. Very strong very fast skill. It can inflict dull, which slows down your enemy. This is very welcome when your using dagger desperate.

Prick: The strongest physical attack in the game. (with DD) Consumes 10% of your HP, but who cares when you kill them in 1 hit anyhow. Required SP for

Mortal Wounds: Wounds, but 3 hits. More likely to inflict bleed. A very strong combo, hits 50% more when the enemy is KD'd. Required SP for 90: 18,970

Butterfly Blow: 5 very fast hits in a row. Likely to do dull status, this is the upgraded version of combo blow.
--------------------------
Cleric Skills
Some of these are just so useless I am not going to color code them. I will also not tell you how much SP it requires.

Divine Creed


Heavenly Rage: One of those oh-so-useless skills. Increases all the cleric attack skills magical damage. Does not effect absolute damage.

Cardinal Praise Line


Trial Cross: Basic magic attack. Does little damage, even if you were a pure int. As a pure str people will just point and laugh at you. Don't get it.

Heal: Heals a small amount of HP, but when spammed it can be a lot. I don't find much use for it. Once maxed, you will be hard pressed to spam it when you don't have the MP.

Reverse: Revives your target. Reverse Oblation is better, but has a 10 second cool down. As you level the skill, you can revive higher level targets.

Innocent: Get this or integrity. Removes almost any status, and Innocent uses less MP and has a shorter cool down that Integrity. Integrity is added later in the game, so it uses less SP over all. It also cures party.

Justice Cross: Trial Cross, but attacks 3 targets. Low damage. Worthless to an STR.

Healing Breath: Heal, only a higher level. Decent skill, but you'll run out of MP and it really does not heal that much.

Grad Reverse: Reverse. It is identical, but you can revive higher level targets.

Integrity: Innocent, but applies to the party. It is more MP, but you can still afford it. Less SP, which is always welcome.

Mental Culture


Faith: Required for healing cycle, as well as absolute damages. It is a worthless passive, but you need it.

Mortal Recovery


Over Healing: Absolute damage to a single target. Absolute damage means it will hit the damage in the skill. If you hit a fully buffed warrior, it will hit 7k. If you hit a lv10 in PvP, it will hit 7k. 7k is just an example. It kills a wizard in life control, which is fantastic when they are buffed.

Glut Healing: Over healing, but can hit 3 targets. It has a 12 second cool down, but you can use Over->Glut->Over in a row. Good stuff.


Recovery

Group Healing: Don't do it! Requires a lot of MP, has a 5 second cool down so you can't spam it, and does not heal much.

Healing Division: A weak healing spell. Your getting the best heals already, don't waste your SP on this.

Healing Cycle: Heals for 16 seconds. Heals a LOT for 16 seconds. This is the bread and butter of heal tanking. Healing Cycle requires less MP than Orbit, but you have to select yourself to cast it. Some practice and you should be fine. Cast it on yourself, attack for 16 seconds, then recast. Good stuff.

Group Healing Breath: Group Healing, only heals more and destroys your MP more. Avoid.

Healing Favor: Healing Breath, heals more, uses more MP.

Healing Orbit: Get this skill in addition to Healing Cycle. It is healing cycle for the entire party. It has a 9 second cool down, and requires a TON of MP. If you plan on being a cleric in grinding parties, this skill keeps everyone alive. It also maxes at level 2, so its not that much SP.


Blessed Recovery


Bless Spell:For 45 Seconds your ENTIRE PARTY can tank almost anything. A massively massive defense increase. Get it.

Recovery: Heals a lot. 3x your magic attack power. If you level it up, it will cost you too much MP and SP, so get it at level 1. It's like 10k HP for 144 SP.


Recovery Division: Slowly heals your entire party. Lasts for 5 minutes, it is similar to healing cycle though much less effective.

Group Recovery: Recovery for the entire party. Instant cast, 20 second cool down. You don't have MP to level it up much, so keep it at lv1 and use it for heal tanking.

Holy Recovery: Heals a lot, requires a nice chunk of your MP...Don't do it.

Holy Recovery Division: Recovery Division. The area of effect is now 5m further, but other than that it is the same.

Holy Group Recovery: Tons of MP. It heals 7k more than it did at level 1, but the SP and MP usage is too much.


Resurrection


Group Reverse: Revives all members of your party that are near you. Cast time is somewhat long, and it has a 2 minute cool down. Great for ctf though.

Reverse Oblation: Revives people while giving them a godly 2 minute buff. Wizards can tank with this buff. It cuts your damage in half though.

Holy Group Reverse: Revives your party. Has 5m more range than Group Reverse.

Reverse Immolation: Reverse Oblation, but the buff is more godly.

Note: The last two are green. Using the previous versions, you can still ress lv90. The new upgrades are just not needed at all.


Glory


Charity: A required passive. When you use your str or int buffs, your target gets extra stat points, as well as defense, IF your wearing light armor.

Glory Armor: While you have light armor and cleric rod equipped, this passive gives you a nice physical defense increase. Helps you with tanking. Get it.

Favor Armor: While you have light armor and cleric rod equipped, this passive gives you a nice magical defense increase. Helps you with tanking. Get it.


Sacrifice


Offering: The most powerful magic attack in the game, hits an insane amount and consumes 95% of your HP. To a rogue, you would do more damage with any attack skill than you would with offering. Skip it.

Pure Offering: Offering's upgrade. Skip it.


Saint Prayer


Holy Word: Makes target immune to most statuses. Ruins warlocks and hurts bladers, this is a skill your going to want. However, you'll likely delvl it later for Holy Spell, which is the same only it applies to your party. 60 second cool down.

Heaven Flash: Inflicts Bind Status. Bind makes the target immobile, but it ends when hit with a magical attack. Bind them, take a step back, and pummel them with crossbow. They can still attack while under bind.

Holy Spell: Makes the party immune to nearly all statuses. 60 second cool down. I have both Spell and Word because of the 60 second cool down, though 1 is certainly enough.


Heaven Glare: Heaven Flash, but has a longer cool down and will bind up to 3 players. Used with Flash, you can keep your target immobile for quite some time. Maxes at level 2, so it's not a lot of SP. They can still attack while under bind.


Blessing


About the buffs...

The str/int buffs are much more useful if you are a trader, as you can give them to your hunters and just keep rod out while you trade.


Force Blessing: Increases the target's strength, can be applied to 4 people. Removed from targets once you switch weapons.

Mental Blessing: Increases the target's intelligence, can be applied to 4 people. Removed from targets once you switch weapons.

Body Blessing: Increases the target's physical defense. Stays on everyone except you when you switch weapons.

Soul Blessing: Increases the target's magical defense. Stays on everyone except you when you switch weapons.

Force Deity: Increases the target's strength, can be applied to 4 people. Removed from targets once you switch weapons.

Mental Deity: Increases the target's intelligence, can be applied to 4 people. Removed from targets once you switch weapons.

Body Deity: Increases the target's physical defense. Stays on everyone except you when you switch weapons.

Soul Deity: Increases the target's magical defense. Stays on everyone except you when you switch weapons.

4. PvP

The famous epic combo.
1. Use healing cycle on yourself, or bless. Just stay alive.
2. Hurricane/Blast Shot
2. If It did NOT KD, repeat step 1.
2. If it did KD, go to step 3.
3. Switch to daggers
4. Use Dagger Desperate
5. Wounds/Mortal wounds

If that did not kill them, use butterfly blow or prick or something. This combo is outrageously strong, and I made a video to showcase that.

Spoiler!
Code: Select all

Cons:
If you do not kill them with wounds, they can stun you...while your stunned you can't cancel DD, and you'll probably die.

Weapon lag can ruin this.
--------------------------------
The key here is to practice weapon switching. Ideally, you have healing cycle on at all times, and switch to rod/shield whenever your near death. If your having problems with the 15 second pot delay, there are 3 items you'll find useful:

Extra Large Vigor Potions: These restore the same HP as a XL HP potion, and cannot be bought from an NPC. You'll slowly gather them grinding (only on mobs 76+), or you can always look at the stall network. They come in 5 sizes, but to a 64+ XL is the way to go.

Vigor Grains: 25% HP/MP recovery every 4 seconds, much more effective than XL potions, but also MUCH more pricey. Note: 4 second delay means you use more, and they are 1,000,000 gold a stack.

HP Grains: Recovers HP at 25% every 4 seconds. Cannot be bought from NPC, can be bought from stall network. These are a godsend, but make sure you only use when you need to win, as they are more expensive than aforementioned vigor grains.


Firewall. Not your friend. It prevents you from being able to land dull, KB, or KD. At the cap, it takes like 6 hits to disable a maxed firewall from your cleric rod. It takes 1/3 of that time to cast it.

Two options here.
1. Scud, run away from the fire wall, and throw up CE and try and kill them before they cancel it and charge you. This works very very well against non-ranged builds, such as glaviers/bladers/warriors. Distance shot followed by Hurricane shot, it should be over.

2. Show off your mad switching skills and use healing cycle and other skills needed to stay alive, while trying to stun them with prick or screw. If you stun them, they lose their firewall. While they are stunned, throw up DD and use Butterfly Blow or Mortal wounds...they should be dead, or very close to it.

In this section I am going to try to offer the best way to kill the all the common(ish) builds. These won't always apply to that specific player, as it may depend on what armor they are wearing etc.

Group PvP:
Plenty of options. Be a cleric, and use absolute damage and heal tank.
Be Rogue, keep your distance and use crossbow
Scorn and heal tank, let your nukers fire away

5. PvE

Rogues can do a lot in PvE.
Solo- Use your crossbow. Grind at things that are 5+ levels above you, using bless for giants and dodging whenever possible. Ideally, 2 skills=1 kill. If your dying a lot, just back down on the monsters.

Party- Oh the possibilities.
Daggers have very high damage (with DD), when it comes to PT mobs your like a 2nd wizard.

Crossbow has fast/rapid shot, and you can lure monsters to the tank. This means that the wizards are nuking non-stop, which is what you want.

Cleric. Works better if you got the buffs, but even with just healing orbit level 1 (req level 80) parties will still like you enough. You don't have a ton of MP, so just try and make sure everyone has healing cycle on. You can also tank as a cleric, so feel free to heal between the tanks and the wizards.
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Old 02/13/2011, 12:12   #2
 
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Not bad but try to include some pictures :P
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Old 02/13/2011, 15:43   #3
 
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Originally Posted by SilkroadSeller View Post
Not bad but try to include some pictures :P
yea i know kinda hard idk rly know how to add em
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Old 02/13/2011, 18:52   #4
 
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Take a screen shot with "PrtScn_SysRq" then put them into Paint or something, save it somewhere. Go to "http://imageshack.us/" upload the picture and then post the link in the guide
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Old 02/13/2011, 21:50   #5
 
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Nice guide mate, try adding some pictures and colour.
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Old 02/13/2011, 22:54   #6
 
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Not his anyway " "
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