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Autor Topic: BURGLAR GUIDE cz. 1  (Read 11097 times)
Zamir
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Zamir MATURA 1965 - Punkt G - fakt czy mit?


« on: July 31, 2009, 02:17:55 PM »

Jako, że burgów ci u nas niedostatek tak dla zachęty wklejam troche materiału (przepraszam, że bez tłuamczenia na mowę ojczysta)


Archetype: "Stealth: (Support)"

The Burglar is the only player class (not counting Monster Players, anyway) which has ready access to stealth abilities at any time. Later on in the Burglar's career, he may eschew his stealth in favor of his Mischief ability, while in a group at least, yet even still, he can instantly break into stealth by using his 'Hide in Plain Sight'. This goes hand-in-hand with another key Burglar feature: Survivability. Burglars are an extraordinarily survivable class. They have a number of ways to heal themselves mid-combat, as well as skills which can avoid damage by adding an incredible boost to their ability to evade attacks. Finally, if things get too dicey, the Burglar can simply Hide in Plain Sight to step out of combat and heal up -- such as by eating food -- or to simply flee. The cautious Burglar will rarely feel the sting of defeat.
Aside from his sneaking skills, the Burglar has several key skills which support his Fellowship.
•   Tricks:
Firstly, he has a number of debuff skills called "Tricks" of which he can only apply one to a target at a time. Some Tricks can have a downright dramatic effect on the power of the enemy they are applied to, changing an encounter from dangerous to doable. Furthermore, the Burglar has several skills that can be used upon a target that already has a Trick on it, which removes the Trick and causes some other effect instead. The best of these, in my opinion, is Startling Twist, which features an 8-second stun during which a fellowship is free to beat upon a target with impunity! This is the longest stun in the game available to players. Also, the Burglar has an "anytime" debuff called "Reveal Weakness" which increases the damage a target takes from all sources.
•   Crowd Control:
The Burglar is also the second-best class at crowd control. He has a skill called Riddle which dazes a target for a whole 30 seconds, so long as it is not attacked or damaged in any way during that time. Normally, Riddle has a cooldown of 60 seconds, but in Mischief mode, this time is reduced to 30 seconds, meaning that he can keep a single target locked in a daze indefinitely! While in Mischief mode, the Burglar has access to another skill called Confound which applies a delayed daze on two targets (more with a Trait), which takes 15 seconds to activate. It's a tricky skill to use properly, but if done right, it can lockdown a lot of foes at a crucial moment.
•   Conjunctions:
Last, but definitely not least is the Burglar's amazing aptitude at starting Conjunctions. If you don't know by now, Conjunctions, also known as Fellowship Maneuovers, are an event that occurs randomly when a fellowship of two or more is fighting an enemy of Signature difficulty or harder. They require coordinated input from all party members, but if executed properly, can have a dramatic impact on the course of a battle. The Burglar has access to a number of skills and special equipment which can force a Conjunction to occur at almost any time, as well as a Legendary Trait, "Exposed Throat" which has a random chance of starting a Conjunction. This is how the Burglar "saves his party's bacon." Conjunctions are such an important aspect of playing a Burglar that I will include more detailed mini-guide on them elsewhere in this class guide.
Common Misconceptions
It bears saying again: The Burglar's main focus is NOT damage. Do not think that because a Burglar can stealth that he will play like a 'Rogue' or 'Assassin' type from other games. The Burglar can do small bursts of damage at crucial points, and in general, his damage is rather good, but he will never compare to the awesome lethality of the Hunter or Champion classes. Again: The Burglar's primary role is support. He will support his fellows through Tricks, Riddles, and Conjunctions, and the Burglar who neglects these in favor of trying to maximize damage is anything but really first-class or legendary.
The Burglar's Role in a Group
Aside from the basic support role outlined above, the Burglar may have other responsibilities when in a group.
•   Scout:
Sometimes, the group just needs to know what's up ahead. This could be because they've never been someplace before, or perhaps they know that creatures in an area around the corner wander in a certain pattern, and the positioning needs to be perfect before they make a move. With his ability to stealth, the Burglar is perfect for this job. Also, if the party lacks a Hunter who can track stealthed NPC targets, the Burglar becomes the primary choice for rooting them out, since with the proper stealth enhancements, the Burglar will usually spot a stealther before the stealther spots him.
•   Conjunction Leader:
Because Conjunctions are a primary aspect of the Burglar class, most Burglars get to be quite good with them, and furthermore, usually have many of them done in their Fellowship Skills list. This means that the Burglar is often the best choice for deciding which Conjunction is best for which fellowship, and often, the Burglar will be temporarily promoted to fellowship leader so that he may set the Conjunction guide to his chosen combination from his list of completed Conjunctions. Finally, because the Burglar is often the one to trigger a Conjunction, and is good at them besides, he becomes an excellent choice for the first color of any Conjunction, and is well suited to use any of the four colors.
The Burglar's Strengths and Weaknesses
•   Strengths:
o   The Burglar's primary strength is his aforementioned survivability. This also serves him well in solo situations, making him capable of dealing with many encounters alone which might otherwise be limited to small fellowships. Though he will not kill especially fast while soloing, he will find few quests and challenges beyond his ability to complete alone. The Burglar is notorious in the Ettenmoors for his ability to survive the onslaught of several Monster Players before vanishing with Hide in Plain Sight.
•   Weaknesses:
o   The Burglar is a class which takes a while to hit its stride. While his survivability is exceptional at mid-to-high levels, he will have a slightly difficult time of it early in his career. Don't give up! Bilbo, too, had trouble starting out as a Burglar. The LotRO Burglar should stick it out 'til he at least gets Dual Wield and Medium Armor Use. It will be a turning point in his career.
o   The Burglar has absolutely no ranged attacks which do damage, unless he is a Hobbit with Stoop for a Stone, and even that is downright laughable. Therefore, in order to defeat an enemy he must be able to close with it. This can be Tricky, but doable, in cramped, indoor PvE settings, but in the Ettenmoors, closing into the ranks of a Monster Player army (in other words, when there are more than just a few of them) can be risky at best. The Burglar's survivability will serve him well here, but it can only do so much, especially if the Monster Players are clever enough to avoid stunning the Burglar (thus preventing him from using Find Footing). Generally though, the Burglar would do better following the same role he does in PvE: supporting his allies and hindering his enemies by using Tricks, Riddles, and Conjunctions rather than trying to slay a target himself.
General Tips for the Aspiring Burglar
•   Stock up on Bags of Marbles if you can afford them. They are an extra source of Conjunctions that may just save your party if you've burned everything else.
•   Place your Tricks somewhere on your Quickslots where you can easily access them. You will be using them a lot.
•   Remember that while some Tricks do not do damage, they will still break a target's Daze. This is especially important with the trait-enhanced Dust in the Eyes.
•   I strongly advise that you become familiar with and regularly use the Fellowship Maneuover Guide, which is accessable by selecting the checkbox next to any already completed Fellowship Maneuover in the "Fellowship Skills" section of the "Skills" tab of the character journal. This can help remind your allies what colors need to be input during a Conjunction.
•   While using the "Perplexing Riddle" trait, be very careful about when you try to re-apply "Riddle" to an already dazed enemy. If you don't use it right when it comes back, it's safer to wait until the enemy breaks completely free of the Riddle and begins moving before you try to re-apply it. This is because if you accidentally execute the Riddle just as the enemy shakes off the old one, you'll catch it in a special split-second period where it is immune to the new Riddle.
Etiquette for the Burglar
•   Do make sure that you use Reveal Weakness and apply a Trick to a target before you worry about attempting to damage it, especially in a fellowship.
•   Do give your fellowship a warning when you are about to daze a target with Riddle, just like a Loremaster should.
•   Do give your fellowship a warning when you are about to force a Conjunction. It will give them a chance to finish any induction skills they may be using, and then they can be ready for it.
•   Do help your guardian build threat by using provoke once at the beginning of a fight while the target is on him. If he continues to have trouble keeping it, you can continue to use provoke, but. . .
•   Don't use provoke when an enemy is on a squishy target!
•   Don't ask for a heal from the Minstrel when you can heal yourself. The poor guy has enough to worry about.
•   Don't use Enrage willy-nilly. It can be good for when a Fellowship member is dangerously low on Morale, but don't give your Guardian a hard time with it.
•   Don't assign a Conjunction that a fellowship won't be able to handle. This guideline can be especially difficult to follow, since you can't really know just what a particular fellowship will be able to do, but as a general rule, avoid straights in pickup groups unless the group seems especially competent. Stick to something simple like Pure of Heart (Green-Green-Green-Blue-Blue) or Roll of Drum (Red-Red-Red-Red-Red-Green).
What we wish other players knew about us
•   This is the same as the "Common Misconceptions" above, but we Burglars are NOT a DPS class. Don't recruit us thinking that we are.
•   However, we still do a little more damage from behind, so try to keep a target stationary so that we can get that extra damage in, if we aren't doing our essential Tricks, Crowd Control or Conjunctions.
•   Our skills which force Conjunctions are considered stuns, so we need a target to not have stun immunity in order to pull one off. Therefore, don't use stuns with impunity when a Burglar is in a group, especially if the Burglar declares that he intends to start a Conjunction soon.
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« Reply #1 on: July 31, 2009, 02:26:58 PM »

Burglar Skills

 
Subtle Stab
Level 1   •   Type: Basic Melee Attack
•   Effect: Subtle Stab is a fast, direct attack which does decent damage. It has a short cooldown which allows it to be used about every other attack. Beyond this, there is not a whole lot to say about the skill other than that is a primary source of the Burglar's damage, especially early in his career.      
Tip: When he has nothing better to do, the Burglar should use this skill often as a reliable source of damage. Later in his career, he will often have more access to attacks from his critical hit chain, which are better for damage as well as other useful effects such as potentially starting a conjunction with the finishing move Exposed Throat. Still, when none of those skills are up, the Burglar will find himself coming back to this old standby time and time again.
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Cunning Attack
Level 1   •   Type: Melee DOT Attack
•   Effect: Cunning Attack is an attack which does fair initial damage, but also applies a wound-based DOT. The DOT becomes more powerful and lasts longer if the attack is launched from stealth. Finally if the attack critically hits, the DOT is improved even further, and this can stack with the bonus from attacking from stealth, such that attacking from stealth and critically hitting results in a great deal of damage, comparable to and perhaps even surpassing "Surprise Strike", depending on the Burglar's weapons and traits. The downside is that the damage is delivered over a period of time instead of all at once, so if a target dies before the end of the DOT, some of the damage is wasted. This skill's damage is NOT affected by the Burglar's position like Surprise Strike and therefore does not benefit from "Location is Everything" and similar effects.       
Tip: The DOT from Cunning Attack does not stack with itself, except when one of those DOTs was delivered from Stealth. This combination comes highly recommended, but otherwise, the Burglar should be careful not to spam this skill, lest he end up wasting power. However, in Moria, there exists a Legendary Item legacy: "Cunning Attack Bleed Stack Chance" which creates a substantial chance for each DOT applied by this skill to stack with existing ones. At it's very best, this chance is still only 50%, but statistically speaking, the expected return of using this skill with such a legacy fully leveled is enough to make it worth it to try. Either way, DOT stacking is only especially useful for long fights, such as on bosses in instances.
Tip: Because Cunning Attack deals more DOT damage with a critical hit, it becomes another option in addition to Surprise Strike for use with Aim when attacking from stealth. Which is better then? Frankly, it depends on the situation and the Burglar's traits and weapons. If the Burglar is using a dagger, or another light weapon, this is a very fine skill to use since it doesn't depend on slow, big hits like Surprise Strike. If the Burglar has huge bonuses to positional damage from skill, traits, or items, Surprise Strike is probably better. The wise Burglar will experiment and see what works best for him.
Tip: The DOT from Cunning Attack will break a daze, including the Burglar's own Riddle, so he should be careful using this skill if he intends to Riddle an enemy. On the other hand, the DOT from Cunning Attack will also break stealth on a target, so it's potentially handy for making it difficult for a Warg monster player to make a clean getaway in the Ettenmoors.
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Surprise Strike
Level 1   •   Type: Situational-enhanced Melee Attack
•   Effect: Surprise Strike is a skill with a lot of nuances that can affect how it is used. At its most basic, it is an attack which does rather mediocre damage with a fairly long animation. In this situation, there are several better attacks in the Burglar's arsenal. However, several factors can enhance the effectiveness of this skill:
o   If the Surprise Strike is delivered from behind the target, the damage slightly increases.
o   If the Surprise Strike is delivered from stealth, the damage increases even more. This stacks with the bonus from behind the target.
o   Finally, if the Surprise Strike results in a critical hit, the damage increases dramatically. This stacks with the other two bonuses.
o   Therefore, a best-case-scenario use of this skill is an attack delivered from behind the target and in stealth that critically hits. Such an attack can result in a very dramatic burst of damage, at least compared to how much the Burglar usually deals. However, while it is easy to sneak up behind an enemy in stealth, it is not so easy to predict a critical hit, right? That's where Aim comes in. When the Burglar uses Aim, his next attack delivered in the next 10 seconds has a 100% chance to critically hit (though it can still miss). As you can see, Aim and Surprise Strike are two skills that go hand in hand.       
Tip: Surprise strike benefits most from slow, hard-hitting weapons: maces in particular. When using something lighter, such as a dagger, the Burglar may eschew this skill in favor of others, like "Cunning Attack".
Tip: Generally, the Burglar should avoid this attack in the middle of combat without the benefit of "Aim", saving it solely as an opening move because of its long animation and mediocre default damage. If the Burglar does find himself behind the target and feels a little lucky, he can try using this skill and hoping for a critical hit, or he might go ahead and trigger Aim and use this skill mid-combat if he feels he needs the extra damage. If he can't get behind his target and still wants to use Aim, Cunning Attack may make a better choice to use with it.
Tip: The final skill a Burglar learns, "Location is Everything", further enhances the damage of this skill when used from behind a target and in stealth, creating the potential for a truly devastating opening move.
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Trick: Disable
Level 2   •   Type: Trick (Melee)
•   Effect: Disable is an attack that applies a Trick to the target. This is the first trick that the Burglar learns, and one of his most effective. The damage of the attack itself it poor, but it's not really the point of this skill. The debuff from the trick itself is a 15% penalty to both attack speed and melee damage. This is a rather significant reduction in DPS. However, the Trick itself has a fairly short duration (20 seconds) while the skill has a cooldown of only slightly less time (15 seconds). In order to keep this trick on an opponent, the Burglar must use this skill whenever it is up.       
Tip: This skill is excellent for boss encounters, because of the dramatic effect it has on their DPS. Most bosses hit rather hard -- anything that lowers their damage is a big help.
Tip: Because the Burglar must constantly re-apply this trick, he may find it useful to use a trick removal skill, such as Mischievous Glee or Startling Twist, right before he re-applies the trick.
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Burglar's Advantage
Level 4   •   Type: Reactive Melee Attack (Critical Hit Chain #1)
•   Effect: This is a skill that strikes fast and hits hard, though it has a medium-length cooldown for a melee skill. It does even more damage when used from behind the target. What's the catch? Simple. The Burglar just has to critically hit first with any attack (other than this one)! After using this skill, "Double-edged Strike" becomes available, the second attack in the critical hit chain.       
Tip: This is an excellent attack when it is available, and there is no reason why a Burglar who currently has nothing better to do than damage shouldn't use it immediately. Whenever possible, the Burglar should strive to stay behind his target, thus optimizing the damage from this skill.
Tip: The final Shadows of Angmar Burglar legendary trait, "Stick and Move," makes this skill available even more often by creating a critical-hit event for the Burglar whenever he evades an attack. Combined with "Touch and Go," the Burglar will have no shortage of opportunity to use this skill whenever he is being attacked.
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Sneak
Level 4   •   Type: Stealth (Out of Combat Toggle)
•   Effect: A quintessential burglar skill, Sneak allows the Burglar to stealth, or move about without being detected by enemies, albeit at a slower speed than normal. It will also hide his position from friendly players unless they are in his fellowship. If the Burglar passes near an enemy, he has a chance of being detected based upon his level compared to the enemy level. The higher the enemy's level compared to the Burglar, the more likely it will spot him. The Burglar may find various items and traits which enhance his "Stealth Level", making him less likely to be detected. If the Burglar passes near the front of an enemy, its chance of detecting him increases dramatically. There are also cases of "near detection" where the enemy doesn't immediately spot the Burglar, but turns directly towards him, increasing his chance of being spotted in the next moment. The Burglar must use this moment to maneuver away from or around the enemy in order to prevent detection, at which point he can laugh as the enemy scratches its head in confusion. Some skills do more damage, or else cannot be activated at all except from the stealth. When the Burglar leaves stealth, he cannot re-enter it with this skill until 10 seconds have passed.       
Tip: Damage from any source breaks the Burglar out of stealth, creating some interesting, if annoying, limitations to this skill. If a battle is over, but the Burglar is still being affected by a latent DOT when he uses Sneak, the DOT will break the stealth on its next pulse, resetting the cooldown on this skill. Furthermore, some enemies, like drakes or wights, have a DOT aura which pulses constantly, meaning the Burglar is sure to have his stealth broken if he passes near these foes, at which point he is sure to be attacked. Such an aura shows itself a glowing red field of light near then enemy's feet, so be on the lookout for this vital warning sign and avoid it.
Tip: Enemies which threaten before they attack can be easily thrown off with this skill. Even if the enemy is but a split-second from attacking, when the Burglar stealths the enemy loses sight of the Burglar, even if he is standing right in front the enemy and is spotted again the next moment. This will reset the "threaten" timer, giving the Burglar plenty of opportunity to move away, even if he immediately breaks stealth again to increase his movement speed.. The clever Burglar will use this to his advantage while harvesting resource nodes and collecting quest objectives.
Tip: In the Ettenmoors, when a monster player spots a stealthing Burglar, the Burglar's position is revealed to him permanently until the Burglar leaves stealth and enters it again. It can be difficult to tell when this has happened, but the best option is to have 'Show my selection's target' checked on in the Combat Options. That way, if the Burglar sees that a targeted Monster Player is targeting him back, then he knows that the jig is up! Furthermore, monster players have the ability to buy items which can track stealthed players at higher ranks. If the Burglar is being tracked by one of these, he will receive a message, "You feel as though you are being followed" This reveals the Burglar to the tracking monster player. To escape this effect, the Burglar must leave stealth and re-enter it, which he would be wise to do if there are no monster players or other enemies in the immediate vicinity.
Tip: There's a class trait called "Leaf-walker", and a Legendary class item legacy called "Sneak Movement Speed" which both increase the Burglar's movement rate while stealthed with this skill. They both come highly recommended for any Burglar who finds himself regularly using this skill.
FYI: The little rune that appears over an enemy's head during a 'near detection' event is the Sindarin (Elvish) equivalent of a question mark. On the same topic, the rune that appears when an enemy spots and attacks a player is the exclamation point of the same language. Metal Gear Middle-Earth, anyone?
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Touch and Go
Level 6   •   Type: Self Evade Buff
•   Effect: Touch and Go is a skill that can be used every 5 minutes. When activated, it increases the Burglar's chance to evade all attacks by 50% for 30 seconds. This is really quite a lot, and it makes a big difference for those 30 seconds. This skill can save the Burglar's life when used at the proper moment.       
Tip: When used with the Legendary Trait "Stick and Move," this skill ensures that a Burglar will always have access to his critical-hit-reactive attack, "Burglar's Advantage," and thus the entire critical hit chain.
Tip: Much later in the Burglar's Career, he gets a skill called "Escape Clause" which resets the cooldown of this skill, allowing it to be used again. The only limitation is that "Escape Clause" must be used directly after a successful conjunction.
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Riddle
Level 8   •   Type: Daze
•   Effect: Riddle is a very handy skill that the Burglar would be wise to learn how to use well. It dazes a target for 30 seconds, so long as the enemy does not take damage or is not affected by any Trick (including ones that don't do damage). However, there are a number of creature types which Riddle cannot affect. They are: Beasts, Spiders and Insects, and Creatures of Nature. However, Riddle CAN affect The Dead, which the Loremaster's primary daze cannot (Loremasters do get a multiple target daze for the Dead, but it is short duration and has a long cooldown, making it impossible to lock down a target with it). Minstrels can also daze The Dead, but generally, Burglars are best at it, especially in Mischief mode.       
Tip: The Burglar should be careful of using Riddle on an enemy with a DOT effect on it, as the next pulse of the DOT will break the daze from Riddle. Also, he should be wary of AoE attacks from his fellows, which will also break the daze. He should be sure to communicate with his fellowship to prevent these types of mistakes.
Tip:Because Riddle has an immediate effect on the target without having to worry about an animation, this skill is also useful for interrupting an enemy's induction skill if "Addle" is not currently availible, even if that enemy is under attack. Though the daze will break almost immediately, the skill will still have been interrupted by the momentary incapacitation caused by the Riddle.
Tip:When in Mischief mode, the length of the daze from Riddle is slightly shorter then the cooldown of the skill itself. This means that even if the Burglar attempts to use the skill as soon as it becomes availible again, the enemy will be free for a couple of seconds. Normally, this isn't a major issue, but it bears noting, especially if the Burglar is trying to keep the enemy away from the rest of the fellowship so they can use area effect attacks or the like.
Tip: Alternatively, there is a trait called "Perplexing Riddle" which helps to avoid this issue. With Perplexing Riddle, the Burglar's Riddle gains an additional 5 seconds at the beginning of the duration during which the daze will not break even if the target suffers damage. This extra 5 seconds is added to the total duration of the Riddle, giving it a 35 second duration. With the Perplexing Riddle, the Burglar can re-apply a daze in Mischief mode the moment it becomes available, and the old daze will be overwritten before it expires. If he waits too long though, he may accidentally try to apply the new Riddle just as the old one fades, which is a special circumstance that causes the new Riddle to be wasted as the enemy is momentarily immune to new dazes as it comes out of the effect. The cautious Burglar will be wary of this.
Tip:It is important to note the Riddle can be resisted, and that the Burglar and his fellowship should hopefully have a backup plan if they are relying on the Riddle to keep things under control. The trait "Complicated Terms" makes Riddle less likely to be resisted though (it also affects the "Counfound" skill) and this trait comes recommended in situations where it will make or break the outcome of a battle.
FYI: This skill is a direct reference to The Hobbit, J.R.R. Tolkien's prequal to The Lord of the Rings. In two cases, Bilbo kept a very dangerous opponent at bay by engaging it in riddles: both Gollum, and the dragon Smaug. In Gollum's case, the riddle-game was his idea, but the point still stands that Bilbo was quite good at them himself.
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Mischievous Glee
Level 10   •   Type: Trick Removal (Healing)
•   Effect: This is the first Trick Removal skill that the Burglar receives, and is a nice boost to his survivability. When the Burglar uses this skill on a target currently suffering from any one of the Burglar's Tricks, the Trick is removed, and the Burglar receives a modest amount of healing, as well as additional healing over a short period of time. If this skill is resisted, the Trick is not removed.       
Tip: This skill help keeps a Burglar up and going, and provided the Burglar doesn't draw undue attention to himself, should be sufficient to keep himself healed in a fellowship, leaving the Minstrel free to heal fellows in more urgent need. While soloing, this skill will help keep the Burglar alive long enough to finish off a dangerous encounter.
Tip:Traited deeply enough into the Path of the Gambler trait line, this skill also has a base 30% chance to apply a Disabling Gamble on the target, and the chance can be raised via a number of circumstances. A Disabling Gamble is a daze of random length, anywhere from 5 to 60 seconds. While this can't exactly be counted on, it's can be an extra source of crowd control with a lot of luck. Note that the Disabling Gamble does NOT turn off auto-attack, so if one happens to occur, you should quickly cease your attacks if you want to capitalize on it. Obviously, DOTs on the target will interfere with this strategy. For more on Gambles, see their entry at the beginning of the Path of the Gambler section on the Burglar Traits page of this guide.   
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Zamir MATURA 1965 - Punkt G - fakt czy mit?


« Reply #2 on: July 31, 2009, 02:28:40 PM »

 
Aim
Level 12   •   Type: Self Buff (Critical Hit Chance)
•   Effect: When the Burglar uses Aim, his next attack skill has a 100% chance to critically hit, and an increased (but not 100%) chance to hit. This skill has a moderately long cooldown of 1 minute, 30 seconds.       
Tip: The best use of this skill is during stealth right before the Burglar attacks an enemy from behind with "Surprise Strike", or from anywhere with "Cunning Attack" or occasionally, "Provoke". The Burglar should avoid using Aim with any attack other than these, for no other skills in his arsenal benefit from it nearly so much.
Tip: The trait "Focused Eye" reduces the cooldown of this skill by 30 seconds, to a mere 1 minute.
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Exploit Opening
Level 12   •   Type: Conjunction Opener
•   Effect: This attack stuns the target for 5 seconds and forces a conjunction event. I talk about conjunctions more elsewhere in this guide, but they are powerful opportunities to turn the tide of a battle.       
Tip: Stun immunity prevents this skill from working, BUT this skill can be used during another stun before the effect ends. The Burglar must be aware of such effects and be quick to seize such an opportunity, or else risk losing the chance to start a conjunction for the next 10 seconds. In a worst-case scenario, the stun immunity will take effect after the Burglar begins the attack but before the conjunction occurs, which will prevent the conjunction and waste the skill for the Burglar. If the Burglar doesn't wish to risk this, he should avoid using this skill except when he is sure a target is not stunned.
Tip: A fellowship should have a specific conjunction for everyone to follow, and the Burglar should declare to his fellowship when he plans to use this skill, so they can be prepared to input their agreed-upon colors. The in-game "Fellowship Maneuover Guide" is a great way to help everyone remember their color.
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Addle
Level 14   •   Type: Induction Interruption and Debuff
•   Effect: This skill, which is usable at range, will interrupt any skill which has an induction (cast time) or channeling effect (constant maintenance, such as the Moria Orc Archer's self heal). Furthermore, the target will suffer a debuff which doubles the induction time of any other skills they use for the next 30 seconds, making such skills more difficult to execute, especially when under attack. Addle has a cooldown of 15 seconds. There are situations where this skill is invaluable.       
Tip: The debuff from one application of this skill will make interrupting any future skills easier, as they will take more time to complete. Therefore, the Burglar might wish to use this skill proactively if he normally has trouble using it in time to interrupt a skill. He can then use a stun, such as from "Startling Twist" or daze, such as from "Riddle" to interrupt the foe whose induction time is now dramatically increased.
Tip: Aside from Burglars, Guardians, Captains, and Champions all get interrupt skills, but the Champion is definitely the best at them, being able to use one via his "Clobber" skill at pretty much any time provided he has the fervour for it. With a Champion in the group, the Burglar should use this skill for the debuff ahead of time, leaving the actual interruption to the Champion.
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Burgle
Level 14   •   Type: Random Loot Generation
•   Effect: When using Burgle on an enemy humanoid target while stealthed, the Burglar will occasionally earn a random piece of loot. A Burglar can only attempt to Burgle a target once, after which the skill will not generate any more loot from that target, whether or not it did on the first attempt. The loot 'Burgled' is not actually stolen from the enemy's own loot. Rather, it is generated from a separate table entirely. This skill shares its name with the class, being an almost iconic representation of the Burglar in general. Sadly, while the Burglar will earn some extra silver here and there with this skill, generally it will only serve to fill up his bags with vendor junk. Burgle cannot be used on a target already engaged in combat.       
Tip: The Burglar can use this skill while soloing to find extra loot, but it rarely generates anything especially remarkable. The most useful thing Burgle will regularly result in are salves which cure Poison, Disease, Wound, and Fear effects. In a group, the Burglar can still attempt to Burgle if he finds the opportunity for it, but he should never hold up the rest of the fellowship in an attempt to line his pockets with this skill.
Tip: The "Footpad" class trait, in addition to providing a +2 bonus to the Burglar's stealth level, also gives Burgle the opportunity to apply a Debuffing Gamble on the target at a base 60% chance, which can be improved in several ways. A Debuffing Gamble basically weakens a target so that it does less damage and attacks more slowly, and lasts a flat 15 seconds. This synergizes well with the fact that traited deeply enough into the Path of the Gambler line, the Burglar's "Surprise Strike" does more damage to targets with a Gamble on them. So first the Burglar burgles the target, and if the Gamble works, then he can follow up with Aim, Location is Everything, and Surprise Strike for an extra-powerful opening blow. For more on Gambles, see their entry at the beginning of the Path of the Gambler section on the Burglar Traits page of this guide.
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Trick: Dust in the Eyes
Level 16   •   Type: Trick (Melee)
•   Effect: Dust in the Eyes does no damage, but hinders a target significantly. It lowers the target's chance to hit by 20% and lowers a target's movement rate by 25%.       
Tip: Dust in the Eyes has an extraordinarily useful trait associated with it. The trait "Trickster" improves it so that it affects up to three targets in a small radius, though it must still be used at melee range. This is the only Trick the Burglar learns that has the potential to affect more than one target like this. This trait comes highly recommended in situations where the Burglar will be fighting more than one foe at once.
Tip:Compared to Disable, Dust in the Eyes is not especially good against large, dangerous bosses. This is because bosses are typically higher level than players, and an enemy of a higher level than its target usually has a hit chance above 100%. If the enemy's hit chance reaches 120% or more, then this skill will basically do nothing, as bosses are usually immune to movement-slowing effects as well. Instead, this skill is optimal for affecting multiple, smaller targets at once (by using the trait Trickster) without the Burglar having to switch between them. The 30 second duration means the Burglar has a fair amount of time to do whatever he needs between applications, if another application is even necessary at all.
Tip:Dust in the Eyes is the best trick to use in the Ettenmoors. The penalty to movement speed makes it difficult for any target except a Warg to flee.
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Diversion
Level 18   •   Type: Change NPC Enemy Facing from Stealth
•   Effect: Diversion is a skill, usable from stealth, which forces an enemy NPC target to face directly away from the Burglar's current position when he uses this skill. This is useful both for getting around a target in close quarters, as well as approaching for a Burgle or devastating Surprise Strike (or both!) It does not affect a target already engaged in combat. If resisted, nothing especially bad happens to the Burglar who used this skill, as opposed to the Minstrel's "Song of Distraction" which draws the enemy's full attention when resisted.       
Tip: The Burglar should be careful when using this skill to get around an enemy that he doesn't just turn an enemy the way he will be going when he gets around it. It is difficult the define exact rules for the use of this skill, because each situation is different, but generally, the closer the Burglar uses this skill from, the more he has the opportunity to change the target's facing to an optimal position. However, this skill will not change the facing of a target which has already "nearly detected" the Burglar, so he should be wary of getting too close.
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Startling Twist
Level 20   •   Type: Trick Removal (Stun)
•   Effect: This is a powerful skill which can lock down an enemy in a stun for a full 8 seconds during which time it can still be attacked. It only requires that a Trick be on the target, after which the Trick will be removed. If this skill is resisted, the Trick is not removed.       
Tip: All the tips about stuns mentioned in the entry for "Exploit Opening" apply to this skill as well. Because this skill has such a long stun, the Burglar may wish to use it, and then follow up with an actual conjunction from Exploit Opening before the stun ends for an extra-long stun, as well as the conjunction effect.
Tip: Traited deeply enough into the Path of the Gambler trait line, this skill also has a base 30% chance to apply a Damaging Gamble of a random tier on the target, and the chance can be raised via a number of circumstances. A Damaging Gamble is a DOT whose actual power varies depending on the tier of the Gamble, and which lasts 15 seconds. For more on Gambles, see their entry at the beginning of the Path of the Gambler section on the Burglar Traits page of this guide.
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Mischief
Level 20   •   Type: Alternate Combat Stance (Out of Combat Toggle)
•   Effect: Mischief changes the dynamic of playing a Burglar dramatically. While in Mischief mode, the Burglar cannot stealth, but he uses less power for his tricks, his Riddle cooldown is cut in half (equal to the duration of the Riddle), and he unlocks two skills which are not otherwise available: Clever Retort, a new Trick-removal skill learned at level 30, and Confound, a multiple-target delayed daze learned at level 46.       
Tip:Mischief is often the stance of choice for the Burglar in a fellowship or raid. It is difficult to follow a group around while moving at stealth-speed--this makes keeping up much easier. It allows the Burglar to really emphasize his support role by enhancing his tricks and Riddle skill. And since combats can be especially long in instances with fellowships and especially raids, the 'opening move' becomes less important, meaning that the Burglar with Mischief active doesn't need to rely on a powerful starting move like "Surprise Strike" so much. Still, the Burglar does have the opportunity to enter stealth even mid-combat with Hide in Plain Sight, if for example he needs to Trip an enemy for a conjunction because his other skills are down, though doing so will rob him of the benefit of this stance until the end of the fight, at which time he must remember to re-enter Mischief mode.
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Track Treasure
Level 20   •   Type: Object-tracking
•   Effect: This skill reveals the location of nearby 'treasure' containers, such as chests, boxes, even corpses or cocoons. It functions similarly to the track skills granted to crafters, and in fact, cannot be used at the same time as one of those skills.       
Tip: A Burglar who crafts at all will not usually keep this skill toggled on, preferring instead to look for resource nodes, but he may toggle it momentarily to check an area if he feels there may be treasure nearby.
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« Reply #3 on: July 31, 2009, 02:30:17 PM »

 
Reveal Weakness
Level 22   •   Type: Defense Debuff Toggle
•   Effect: This skill is an excellent addition to the Burglar's repertoire. It can be used at a distance, and from stealth, making it ideal to use as the Burglar or his fellowship approach an enemy. Reveal Weakness increases all the damage that an enemy target takes by 8%. It can only be used on one target at a time, and there is a modest cooldown period when the effect ends, either because the target died or the Burglar ended it prematurely.       
Tip: The Burglar should definitely get into the habit of using this skill whenever it is available. Granted, it is not especially useful when fighting a horde of weaker enemies, but any enemy that will last more than a few seconds should get a heaping helping of Reveal Weakness. Ideally, the Burglar's fellowship should have a designated member to assist, and the Burglar should always select this member's target for Reveal Weakness.
Tip: The trait "Appraising Eye" further increases the debuff of this skill by 2%, for a total of 10% extra incoming damage from all sources. This comes highly recommended in encounters where maximum DPS is absolutely essential, such as the Filikul raid in the Waterworks of Moria.
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Double-edged Strike
Level 24   •   Type: Reactive Melee Attack (Critical Hit Chain #2)
•   Effect: The second skill in the Burglar's critical hit chain, this skill becomes available after the Burglar uses the first skill in the chain, "Burglar's Advantage". It does two attacks, one from the main hand weapon and one from the offhand weapon for very decent damage, and opens the final attack in the chain, which can be either "Exposed Throat", or "Flashing Blades", both of which are learned via Legendary Traits, or any of the 3 new Moria skills and their Legendary Trait-improved counterparts "Feint Attack"/"Improved Feint Attack", "A Small Snag"/"Quite a Snag" and "Lucky Strike"/"Gambler's Strike".       
Tip: Like Burglar's Advantage, this skill is a slightly better attack than what the Burglar normally has available, meaning he should strive to use it when he has nothing better to do. Still, he should always favor his support abilities over the prospect of doing damage. Because this skill does two attacks, it has an extra chance to strike a critical hit, thus unlocking Burglar's Advantage again for another run through the chain, though the Burglar may have to wait on the cooldown in this case.
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Cure Poison
Level 26   •   Type: Single Target Induction Poison Cure
•   Effect: This skill, usable only once every minute, has a chance of curing a single poison effect on a target at close range. The poison cannot be from a source more than two levels higher than the Burglar.       
Tip: Because this skill has an induction, albeit a small one, it can be troublesome to use while under attack.
Tip:While this skill is handy to have, it pales in comparison to the Hunter poison cure, which has no induction, no cooldown, and can cure up to three separate poison effects at once. In a fellowship, the Hunter should primarily be responsible for curing poison, with the Burglar backing him up if necessary or simply looking after himself.
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Contact Pedlar
Level 26   •   Type: Summon Merchant
•   Effect: This skill, usable only at camp site fires (not to be confused with regular campfires), summons a merchant whom the Burglar and his fellowship can sell to. This merchant does not have the option to repair items, as that is a separate NPC who heeds only the call of a Guardian.       
Tip: Camp site fires are located near the entrance of every major instance. While hunting in one of these, the fellowship can step outside and clear their inventory with the help of this Burglar skill before heading back in to face danger once more. A hunter can expedite this process by using his "Return to Camp" skill assuming he has bound to the specific camp site outside.
FYI: The name of this skill is not a typo! "Pedlar" is the English-English version of the American "Peddler," similar to how "color" is spelled "colour" in the Queen's English. Turbine, out of respect for Tolkien, always uses this sort of spelling whenever appropriate in LotRO. If it makes you feel any better, you can think of it the same way as how everyone uses "Burglar" instead of "Burggler" (which is not a real word in any language)!
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Trick: Counter Defense
Level 26   •   Type: Trick (Melee)
•   Effect: The main offensive Trick the Burglar learns, Counter Defense lowers an enemy's chance to Block, Parry, or Evade attacks by a significant amount, as well as increasing its chance to be critically hit by melee attacks by 3%. This skill also does damage like Disable. It is important to emphasise that the critical hit bonus applies to melee attacks only. Ranged and tactical attacks do not recieve this bonus (though the Block/Parry/Evade penalty still applies where appropriate).       
Tip: Compared to a Burglar's defensive tricks, this one is less dramatic in effect. Still, when an enemy's damage output is not an issue, this Trick is ideal for finishing it as quickly as possible. Because this trick increases the chance for a target to be critically hit, it unlocks the Burglar's critical hit chain more often, as well as providing extra bonuses for various other classes when they critically hit, such as the Captain's "Devastating Blow".
Tip:There is a trait called Opportunist which doubles the critical hit vulnerability of this trick to 6%. Any trait which provides 200% effectiveness is worth mentioning here. The Burglar who really wishes to maximize his damage, as well as the damage of his fellows, may wish to look into it.
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Trip
Level 28   •   Type: Conjunction Opener from Stealth
•   Effect: This skill functions similar to Exploit Opening in that it stuns the target for 5 seconds and forces a conjunction event. It has all the same caveats and restrictions, but it has one additional limitation: It can only be used from stealth. This makes Trip inferior to Exploit Opening. However, since they are on separate timers, the Burglar has the opportunity to use both, giving him and his fellowship access to twice as many conjunctions if he uses them well.
   
Tip: If the Burglar plans to use Trip regularly, he will have to forego using Mischief in order to use this skill from stealth. Alternatively, the Burglar can keep this skill on reserve in case of an emergency and use Hide in Plain Sight to enter stealth as needed to trip. Hide in Plain Sight has a cooldown twice as long as this skill, so this tactic can only be used every so often, between which the Burglar may wish to use Trip traditionally.
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Clever Retort
Level 30   •   Type: Trick Removal (Random Effect)
•   Effect: The final trick removal skill that the Burglar learns, this skill is also the first skill which requires the Burglar to be in Mischief mode. It is a little unique in that it has a random effect: These effects are themed like miniature conjunctions as follow:
o   Target Direct Damage (Red)
o   Self Healing (Green)
o   Target Damage Over Time (Yellow)
o   Self Power Restoration (Blue)       
Tip: Generally, it is wise to save this skill for later in a fight, when the Burglar has lost both health and power. That way, whichever effect occurs, it will benefit the Burglar in some way. If the Burglar desperately needs power, he can use this skill and cross his fingers for a blue effect, but if he can get the support of his fellows, an all-blue genuine conjunction would probably be better.
Tip: The "Honed Wit" trait improves this skill significantly by taking off its major restriction: it no longer needs to be used while in Mischief mode. Furthermore, it lowers the cooldown by 30 seconds, from 2 minutes to a minute and a half. This skill is a shoe-in for any Burglar who wishes to pursue the Path of the Gambler, especially if he doesn't regularly use Mischief.
Tip: Traited deeply enough into the Path of the Gambler trait line, this skill gains a base 30% chance to apply a Debuffing Gamble on the target, and the chance can be raised by several means. A Debuffing Gamble basically weakens a target so that it does less damage and attacks more slowly, and lasts a flat 15 seconds. For more on Gambles, see their entry at the beginning of the Path of the Gambler section on the Burglar Traits page of this guide.
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Hide in Plain Sight
Level 30   •   Type: Anytime Enter Stealth
•   Effect: Like Sneak, this skill allows the Burglar to enter stealth, but it is so much more powerful. This skill can (and should) be used in the middle of combat, and when used, the Burglar cannot be detected or otherwise be involuntarily removed from stealth for a short time, even from area effect attacks and DOTs. This skill will save a Burglar's life many times throughout the course of his career, and frankly, may earn him the consternation of his fellows for his knack of always avoiding defeat even in the worst of situations.       
Tip: This skill can also be used to access a conjunction from the Trip skill, even while the Burglar is fighting in Mischief mode. Doing so will of course end Mischief for the remainder of the encounter, however.
Tip:If the Burglar is under the effect of a DOT when he uses this skill, while the DOT will not break stealth for a short time, likely this grace period will end before the DOT. The Burglar would be wise to end this DOT quickly, either by using his own Cure Poison skill, or else using a curing potion of some sort such as Milkthistle, Cornhuith, or a Healing Draught.      
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« Reply #4 on: July 31, 2009, 02:31:23 PM »


Find Footing

Level 32   •   Type: Stun Reactive Self Heal + Evade Buff
•   Effect: This amazing skill has the potential to make a Burglar even more difficult to defeat. When a Burglar is stunned, dazed, knocked down, rooted or otherwise incapacitated, he can trigger this skill and cancel the effect that is holding him. In addition, he receives an enormous heal to his Morale, AND triggers an evade buff on himself exactly like Touch and Go. Find Footing has a cooldown of 5 minutes.       
Tip: The skill cannot be used without the effect of a crowd control effect of some sort, so if the Burglar is affected by one, he must decide whether he wishes to use Find Footing immediately, or wait for another opportunity later on. Still, with a cooldown time of only 5 minutes, unless the Burglar is in absolutely no danger at all, it may be wise to use this skill whenever the opportunity presents itself.
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Provoke
Level 34   •   Type: Threat-Generating Melee Attack
•   Effect: Provoke is an attack which builds threat, similar to many of the Guardian's skills, with a special difference. When the Burglar uses Provoke, the enemy generates extra threat towards its current target, whether that be the Burglar himself, another fellowship member, a pet, or whatever.       
Tip: This skill is ideal for helping a Guardian build threat at the beginning of a fight, and for helping him maintain it throughout. However, the Burglar must be aware of the enemy's current target, perhaps by enabling 'Show my selection's target' in the Combat Options. If the Burglar were to use this skill when an enemy's attention were momentarily diverted toward a squishy class like the Minstrel, the Guardian would have a more difficult time getting that enemy's attention.
Tip: If this skill seems like too much trouble to use, the Burglar can probably avoid using it. While it is handy in some circumstances, Guardians do have a lot of ability to build and maintain threat on their own. Alternatively, the Burglar can use Provoke to build threat on himself, if the Guardian is unavailable or otherwise occupied, though his tanking abilities will only be good for short bursts. Remember though that the enemy must be targeting the Burglar for this to work.
Tip:The "Sharp Wit, Sharp Blade" trait increases the damage of this skill by a bit, and increases the amount of threat generated dramatically. In situations where the Guardian (or another tank) MUST maintain threat and may not be able to manage on his own, this trait comes well recommended.
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Ready and Able
Level 36   •   Type: Skill Cooldown Reset
•   Effect: As if the Burglar did not have enough amazing skills for survivability, Ready and Able is an amazing skill which instantly resets the timers of most of his skills, including but not limited to Touch and Go, Find Footing, Hide in Plain Sight and both of his conjunction openers, Exploit Opening and Trip. It has a cooldown of 30 minutes.       
Tip:This skill is something of an 'Oh Crap' button for the Burglar. It doesn't cause any specific effect on its own, but if the Burglar has somehow burned all of his skills and is in a tight spot, he can hit this skill and be sure to have something available to use. With this skill ready, the Burglar has access to 4 conjunctions, 2 Hide in Plain Sight's, 2 Find Footings, and 2 Touch and Go's (or more once he learns Escape Clause). However, the Burglar must be frugal and only use this skill when he actually needs it, not when he wants to do another conjunction for the heck of it.
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Trick: Enrage
Level 38   •   Type: Trick (Ranged)
•   Effect: Enrage is a special kind of trick, because it doesn't just debuff the enemy -- it also alters its behavior. When an enemy is under the effect of Enrage, it takes 5% more damage from ranged attacks, and it attacks completely at random, ignoring taunts and threat lists entirely. The enemy will attack one target a couple times, and then move onto the next. Frivolous use of this skill will probably earn the Burglar the ire of his Guardian, if not his entire fellowship.       
Tip: This skill can be useful, but it must be saved for those very specific instances. In normal fellowship play, this skill is too much of a hindrance to use. If an enemy is on a fellow who is getting low on Morale, the Burglar can activate this Trick, and the enemy will switch targets, giving the fellow a chance to be healed. Then, when things are looking well again, the Burglar can use a Trick-removal skill or simply place another Trick to cancel the enrage effect. Alternatively, in a group with no real tank, the Burglar can use this trick to ensure that no one target suffers the full brunt of any enemy's assault, but this tactic becomes limited in use to only a few enemies at a time.
Tip:There is a trait called Blind Fury which alters the behavior of enemies under the effect of Enrage even further. When Enrage is used with this trait, the enemy affected by it will eschew ranged attacks, always closing to melee to attack. In some instances, this can be incredibly useful, but the Burglar must likely be aware of where this comes in handy and be planning to go there to really justify slotting this trait.
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Practical Joke
Level 40   •   Type: Stealth Role-playing Skill
•   Effect: Practical Joke is a useless, but fun skill usable only from stealth. When the Burglar uses this skill on a player, the target and 4 people near him have a chance of sneezing. That's pretty much it. Sometimes, this skill has no effect at all.       
Tip: Always remember to cover your mouth when you sneeze!
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Well Placed Strike
Level 40   •   Type: Melee Induction Positional Attack
•   Effect: This skill is somewhat special, in that it is a melee attack with an induction timer. When the Burglar uses this skill, the target takes damage and suffers from a wound-based DOT. The default damage from this skill is quite poor, however, if the Burglar executes the attack from behind the target, the DOT effect is increased dramatically. The Burglar should always strive to use this skill from behind.       
Tip: Because this skill has an induction time, it is possible for an enemy to move away from the Burglar when he begins to activate it. Don't worry! So long as the Burglar finishes the induction, the attack will still affect the enemy even at a distance.
Tip: All the advice about DOTs mentioned in the entry for Cunning Attack apply to this skill as well.
Tip: The Burglar will most likely have the most opportunity to use this skill in a fellowship. While soloing, he'll get more use out of this skill using it on targets which are dazed, such as by "Riddle", rather than targets which are stunned, such as from "Startling Twist". This is because normal attacks won't free a stunned target any sooner, but the induction timer on this skill works well with the fact that a dazed target won't break free until the first time it takes damage.
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« Reply #5 on: July 31, 2009, 02:32:48 PM »

 
Share the Fun
Level 42   •   Type: Self and Target Stealth
•   Effect: This special skill allows the Burglar to bring a fellowship member into stealth with him, with some restrictions. The Burglar and his target must stay within 5 units of each other (just a little more than melee distance) or else both will be revealed. Also, this skill has a lower stealth level than "Sneak", meaning the Burglar and his target are more likely to be spotted.       
Tip: The best way to use this skill is to make sure that the Burglar's target uses the in-game auto-follow feature, usable by right-clicking on the Burglar and selecting 'Follow.' This way, the Burglar can be sure that his target stays close enough to him.
Tip: Even if the Burglar has lots of gear which increase his stealth level, his target will have his own, lower stealth level, meaning the Burglar will probably have to give a wider berth to enemies he is sneaking around, lest one of them spot his target, even if they wouldn't normally spot the Burglar himself.
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Knives Out
Level 42   •   Type: AE attack plus Self Damage Shield Buff
•   Effect: This skill executes a 360 degree attack around the Burglar, and then places a damage shield on himself that damages any enemy which strikes him with melee attacks for 30 seconds. Furthermore, while this skill is active the burglar takes 30% less damage from melee sources (and melee sources only). This skill shares its cooldown timer with "Touch and Go".
   
Tip: This skill is much more useful than it was pre-Moria. Before, it didn't do anything to help the Burglar survive. Now, it has a not-insignificant bonus to melee defense. As far as pure survivability goes, Touch and Go is still king, but this skill does present some interesting opportunities to do damage quickly when facing off against a number of foes, provided the Burglar is confident he can "take it". Remember though that it only works against melee attacks.
Tip:The Legendary Weapon legacy "Knives Out Defense" further increases the melee defense provided by this skill. Sufficiently leveled, it can provide defense which comes close to rivaling Touch and Go, at least for melee attacks.
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Seize Initiative
Level 44   •   Type: Conjunction Reactive Skill Cooldown Reset
•   Effect: One of two "conjunction reactives" that the Burglar learns, this skill must be used directly after a successful conjunction -- that is, a conjunction of two or more colors that the game recognizes as a specific "maneuover". It resets the timer of a number of Burglar offensive skills: "Aim", "Location is Everything", and all the skills in the critical hit chain: "Burglar's Advantage", "Double-edged strike", "Exposed Throat", "Flashing Blades", and even the three new Moria skills: "Feint Attack"/"Improved Feint Attack", "A Small Snag"/"Quite a Snag", and "Lucky Strike"/"Gambler's Strike". This skill has a long cooldown of 20 minutes.       
Tip: Remembering to use this skill can be quite tricky for any Burglar. Conjunctions don't happen incredibly often or with a great deal of regularity, so it's easy to forget to capitalize on it after one does occur. I recommend using this skill whenever it is availible and all or most of the Moria skills and potentially Location is Everything is down, since they have the longest cooldowns.
Tip: The trait "Even the Odds" provides a unique benefit to this skill and its defensive counterpart, "Escape Clause". First, it lowers their cooldowns by 5 minutes each, to 15 minutes. Furthermore, after using either skill the Burglar's Gamble chance jumps a HUGE 60% for 30 seconds, which for all intents and purposes can be thought of as pretty much guaranteed, especially if the Burglar has any other buffs to his Gamble chance. Any Gamble-focused Burglar who is adept as using either of these skills in a fellowship should consider trying the trait to see how it works for him. For more on Gambles, see their entry at the beginning of the Path of the Gambler section on the Burglar Traits page of this guide.
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Confound
Level 46   •   Type: Two-target delayed daze.
•   Effect: The final skill usable only in Mischief-mode, Confound applies a small attack speed debuff on up to two targets for 15 seconds. At the end of those 15 seconds, the targets will then be dazed for 30 seconds just like with Riddle. This skill has a 5 minute cooldown.       
Tip: This skill can be tricky to coordinate in a fellowship, but it can lockdown a lot of targets when in a tight spot. As with any daze, communication is essential to ensure that the confounded enemies aren't hit with AEs or DOTs, or otherwise attacked.
Tip: A target which has an impending daze from Confound appears to have a number of flickering rune-letters floating about its head. This is useful to know in case you lose track of which targets have been confounded in a large battle.
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Escape Clause
Level 48   •   Type: Conjunction Reactive Skill Cooldown Reset
•   Effect: The counterpart to Sieze Initiative, Escape Clause only resets the defensive skills "Touch and Go" and "Knives Out".       
Tip: Like "Sieze Initiative", this skill recieves a special bonus from the trait "Even the Odds" First, it lowers their cooldowns by 5 minutes each, to 15 minutes. Furthermore, after using either skill the Burglar's Gamble chance jumps a HUGE 60% for 30 seconds, which for all intents and purposes can be thought of as pretty much guaranteed, especially if the Burglar has any other buffs to his Gamble chance. Any Gamble-focused Burglar who is adept as using either of these skills in a fellowship should consider trying the trait to see how it works for him. For more on Gambles, see their entry at the beginning of the Path of the Gambler section on the Burglar Traits page of this guide.
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Location is Everything
Level 50   •   Type: Self Positional Damage-enhancing Buff
•   Effect: The final Shadows of Angmar Burglar skill, Location is Everything increases the amount of damage that the next positional skill does, if the skill is executed from the proper position and from stealth.       
Tip: There are several skills in the Burglar's repertoire that are positional, but this skill is clearly meant to be used with "Surprise Strike" due to its inherent bonus to damage from behind and from stealth.. Combined with "Aim", Location is Everything makes Surprise Strike a telling opening blow.
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Improved Startling Twist
Level 52   •   Type: Trick Removal (Stun) and Corruption Dispel
•   Effect: This is the first skill upgrade the Burglar learns in Mines of Moria. It adds the ability to remove 3 Corruptions at once to the Startling Twist skill. Corruptions are a variety of different buffs which enemies of various types cast on themselves in Moria and beyond which provide a variety of effects. Aside from this upgrade, Improved Startling Twist behaves in all ways like its normal counterpart.       
Tip: Corruptions are easily identifiable by their blue border. Learning to identify them, and to react appropriately by using this skill (or the Corruption removals of any other class) to dispel them, is vital to the long-term success of any adventurer in Moria and beyond.
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Improved Hide in Plain Sight
Level 54   •   Type: Anytime Enter Stealth and Movement Speed Buff
•   Effect: This second skill upgrade adds a very useful secondary effect to the original and already useful Hide in Plain Sight. It allows the Burglar to move at his full run speed, rather than his normal stealth speed, for 10 seconds after vanishing, which is also the time that the Burglar cannot be detected or broken from stealth via damage.       
Tip: The run speed effect even overrides snares (though not roots), allowing the Burglar to easily escape from many circumstances where he might otherwise have been stuck.
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Lucky Strike
Level 56   •   Type: Reactive Melee Attack (Critical Hit Chain Finisher)
•   Effect: This skill only becomes availible after using "Double-edged Strike", which itself is availible after "Burglar's Advantage", which can be used after a critical hit. This is called the "Critical Hit Chain" in that it's a chain of attacks which is dependant on a critical hit. As a finishing move to the chain, this skill has four other counterparts: The two other new Moria skills: "Fient Attack", and "A Small Snag", and the two Shadows of Angmar Legendary Trait-unlocked skills: "Flashing Blades" and "Exploit Opening" (see the Traits section for more info on these two skills). Lucky Strike does a fair amount of damage, and then applies a Damaging Gamble of a random tier to the opponent. A Damaging Gamble is a DOT whose actual power varies depending on the tier of the Gamble, and which lasts 15 seconds. For more on Gambles, see their entry at the beginning of the Path of the Gambler section on the Burglar Traits page of this guide. This skill has a cooldown of 5 minutes.       
Tip: This skill, like all the other new Moria Burglar skills, has a Legendary Trait which improves its effectiveness significantly. The trait, called "Dealings Done" requires a full five traits from the Path of the Gambler line be slotted before it can be equipped. Dealings Done changes Lucky Strike to "Gambler's Strike" and reduces the cooldown from 5 minutes to 3 minutes. If Gambler's Strike is used on a target with a Gamble already on it, that Gamble's duration is reset, and it is always automatically upgraded to the maximum tier. Try this with a Disabling Gamble for a powerful, though someone tricky to execute, extra form of long-term crowd control, or experiment with other Gambles to see how they work out! If the target does not have a Gamble, Gambler's Strike will apply a Damaging Gamble like Lucky Strike, but this Gamble will never be less than tier 4.
Tip: The Legendary Weapon legacy "Lucky Strike Cooldown" pairs well with this skill, and even stacks with the cooldown reduction of Dealings Done. At its most powerful, it can reduce the cooldown of Gambler's Strike to a mere 55 seconds.
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Feint Attack
Level 58   •   Type: Reactive Melee Attack (Critical Hit Chain Finisher)
•   Effect: Feint Attack is a critical hit chain finisher, just like Lucky Strike. It does good damage upfront, and then applies a short buff to the Burglar which enables his next "Surprise Strike" to behave as though he were attacking from stealth, doing a little extra damage. This skill cannot be used in Mischief Mode, and has a cooldown of 5 minutes.       
Tip: Try adding "Aim" and attacking from behind to maximize the potential of this opportunity.
Tip: This skill's Legendary Trait is associated with the Path of the Quiet Knife. With 5 traits of that line slotted, the Burglar can equip "Practiced Bluff" which changes this skill to "Improved Feint Attack". Like "Gambler's Strike", Improved Feint Attack's cooldown is reduced to 3 minutes. It does much more damage than the original Feint Attack, and also enables "Cunning Attack", "Provoke", and especially "Trip", as well as the normal "Surprise Strike", to all behave as though the Burglar is stealthed, improving or enabling their use (though this effect ends as soon as the Burglar uses one of them). Out of all of these, Trip is especially useful to use, allowing the Burglar to use it mid-combat while still saving his all-important "Hide in Plain Sight".
Tip: This skill also has a Legendary Weapon Legacy which reduces its cooldown: "Feint Attack" cooldown. The maximum possible effect reduces the cooldown to 55 seconds when paired with Practiced Bluff.
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A Small Snag
Level 60   •   Type: Reactive Melee Attack (Critical Hit Chain Finisher)
•   Effect: Like the last two skills, this final Burglar skill is a critical hit chain finisher. It does the least damage of the three, but has some interesting crowd control and debuff properties. It roots the target for 15 seconds (though this root can be broken by damage). Furthermore, the target attacks are 5% slower, and the target takes 3% more damage from all sources for 15 seconds (which lasts regardless of whether or not the root component breaks). This skill has a cooldown of 5 minutes.       
Tip: The Path of the Mischief-maker is this skill's associated line, and its final Legendary Trait, "Little Annoyances" upgrades this skill to "Quite a Snag". Quite a Snag is also reduced to a 3 minutes cooldown, and its effects are enhanced as follows. The root lasts a full 30 seconds (though it can still be broken by damage). The attack speed debuff is increased to 15%, and the incoming damage is increased by 2% to a total of 5%. Out of all the Moria Legendary Traits, this one may be the least exciting, but it is potentially useful in situations where the Burglar must help his fellows do great damage in as short a time as possible. As for the root, while it is potentially useful as a backup form of crowd control, especially on targets which cannot be Riddled, it cannot be relied upon due to the long cooldown of this skill.
Tip: Just like the previous 2 skills, this one has a weapon legacy: "Small Snag Cooldown" which can lower its cooldown to a minimum of 55 seconds.      
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« Reply #6 on: July 31, 2009, 02:38:45 PM »

Burglar Traits

TRAIT SETS

Mines of Moria introduced the idea of Trait Sets, which allow classes to perform varying, specialized roles in a group. Slotting a certain number of traits within a trait line also provides additional bonuses to specialized roles, with more traits resulting in more bonuses. Additionally, slotting the maximum number of traits within a trait line (5) grants the ability to equip special, powerful trait line legendary traits. Note: The pre-Moria legendary traits continue to function as before.
Traits can be mixed and matched as the class sees fit. And while you do get certain bonuses for focusing on one trait set, versatility does have its own usefulness. Also, trait choices can be heavily affected by the make-up of the fellowship, so it's best to keep some degree of revolvabilty within your trait and trait set choices. Traits are ultimately malleable, so you may want to try them all out and see what suits your play-style the best.
   
The Quiet Knife

The Quiet Knife is the Burglar's main DPS line. This line is for the Burglar who likes to play like a "Rogue" or "Assassin" from other games. His first strike will be deadly, and the rest of his attacks should be more than enough to finish the job. Still, even fully traited in this line, the Burglar will not come close to rivalling the DPS of classes like the Champion, Hunter, or even Rune-keeper. Because of the Burglar's reliance on his opening move, this trait line doesn't synergize especially well with Mischief mode (with the exception of a few traits). While a really first-class and legendary Burglar would generally prefer something with a little more flair than this line, there is something to be said of the practical application of a knife in the back, or a mace, at any rate.
Equipped   Bonuses
2   •   +15% Positional Damage
3   •   +480 Melee Critical Rating (at level 60)
4   •   +25% Critical Multiplier for 30s upon Devastating Critcal
5   •   Can equip "Practiced Bluff" legendary trait.

 
Hidden Dagger
   •   Acquire: Use stealth-improved attacks ("Surprise Strike", "Cunning Wound", or "Provoke") from stealth 300 times.
•   Effect: This trait increases the Burglar's chance to hit while attacking from stealth by reducing his chance to miss, as well as for the attack to be Blocked, Parried, or Evaded.
•   Usage: Hidden Dagger is rather subtle in its effect. The Burglar who uses Mischief mode frequently will get no benefit from this trait at all. The Burglar who does stealth often and can't stand the thought of missing with an "Aim" improved Surprise Strike may find some small use from this trait, but it does not come highly recommended.
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Strike From Shadows
   •   Acquire: Critically hit with 150 attacks executed from stealth.
•   Effect: This trait gives the Burglar an improved chance to critically hit with the skills "Surprise Strike", "Cunning Attack", and "Provoke" when they are used from stealth.
•   Usage: Generally speaking, "Focused Eye" is more reliable than this trait, since Aim is a guaranteed critical hit, and its cooldown isn't especially long at all.
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Cunning Wound
   •   Acquire: Use "Cunning Attack" 500 times
•   Effect: This trait improves the DOT components of both the Burglar's "Cunning Attack" by 40% and "Well-placed Strike" by 10%.
•   Usage: The amount of increase this trait grants is actually rather nice. With it slotted, the Burglar will most likely favor "Cunning Attack" over "Surprise Strike" for his opening move in most situations, and it pairs well with the "Spatial Sense" trait for a further improvement to "Well-placed Strike". Both of these traits work better than most in this line for improving a Burglar's damage in a group as opposed to while soloing, since fellowships usually fight enemies that last long enough to get the full effect of a Burglar's DOTs. The Burglar who wishes to be a little more deadly in a grouping situation, or without going to deeply into this line may consider slotting these traits first. Also, this trait pairs well with the Legendary Weapon Legacy "Cunning Wound Bleed Stack Chance", to further increase his opportunities to use Cunning Attack.
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Focused Eye
   •   Acquire: Use "Aim" 750 times.
•   Effect: This trait reduces the cooldown of the Burglar's "Aim" skill by 30 seconds, from 1.5 minutes to 1 minute.
•   Usage: As far as damage traits go, this one does have a noteworthy effect on the Burglar's damage potential. The more the Burglar can "Aim", the more he can cause bursts of damage with "Surprising Strike", or even "Cunning Attack", especially in an opening move from stealth. Bursts of damage with "Aim" are useful, because in between them, the Burglar can use his other skills to hamper the enemy as he normally would, rather than having to focus on damage all the time. Also, since "Aim" results in a critical hit, it also automatically triggers the Burglar's critical hit chain, which can culminate in a conjunction if the Burglar is using the legendary trait "Exposed Throat". Compared to "Strike from Shadows", this trait is better because it is more reliable and can even be used outside of stealth. All in all, "Focused Eye" has some significant advantages that make it potentially worthwhile even to a really first-class and legendary Burglar.
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Strategic Planning
   •   Acquire: Use "Location is Everything" 200 times
•   Effect: This trait lowers the cooldown of "Location is Everything" by 2 minutes, from 5 minutes to 3. It also increases the positional damage bonus of the skill by 10%.
•   Usage: Since "Location is Everything" works so well with "Surprise Strike", this trait comes highly recommended for any practical Burglar who wants to make the most of his opening move from stealth, especially with a large, heavy weapon like a Mace. This trait doesn't pair well with "Cunning Wound" or Mischief mode.
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Spatial Sense   
•   Acquire: Use "Well-placed Strike" 150 times.
•   Effect: This trait lowers the cooldown of "Well-placed Strike" by 2 minutes, from 5 minutes to 3. It also increase the damage of the DOT component of the attack by 30%.
•   Usage: A Burglar has far more opportunity to use "Well-placed strike" in a grouping situation than while soloing, making this trait much more recommended for the Burglar with fellows to adventure with. It also pairs well with "Cunning Wound" for reasons discussed in that trait's description.
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Sharp Wit, Sharp Blade   
•   Acquire: Use "Provoke" 750 times.
•   Effect: This trait improves "Provoke", making it do 10% more damage, and generate 50% more threat for the target's target.
•   Usage: With this trait, "Provoke" rivals the damage of "Subtle Stab", effectively allowing it to replace that skill. In a group with a Hunter who just LOVES his "Stance: Strength", this trait can really help the main tank keep the enemy's attention effectively. However, in most circumstances, tanks tend to have more than enough ability to build threat on their own. An alternate use for this trait is for the Burglar who wishes to fulfill the role of tank for a short while, relying on his skills like "Touch and Go" and "Find Footing" to stay alive. Of course, the enemy has to be attacking the Burglar first for this to work. Most Burglars can ignore this trait, and they won't miss it, but it does have its uses in special circumstances, which will be recognized by a really first-class and legendary Burglar.
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Ambidextrous   
•   Acquire: Complete level 15 Burglar class quest
•   Effect: This trait improves the damage of a Burglar's offhand weapon, both with auto-attacks and skills (such as Double-edged strike) by 15%.
•   Usage: Ambidextrous is another damage trait, and probably the first trait the Burglar will learn. Its benefit is that the Burglar will always be attacking with his offhand weapon via auto-attacks and the occasional "Double-edged strike" or even "Flashing Blades", and that he gets the benefit of this trait without really ever having to think about it. This "hands-off" approach is very nice, so this does make a nice trait to have for the practical Burglar who wish to pursue this line deeply.
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Practiced Bluff
Legendary   •   Acquire: Earn Kindred reputation with the Iron Garrison Guards in Moria and buy the Book "A Guide to the Quiet Knife" for 2 gold, 500 silver.
•   Access: Equip 5 skills from this set.
•   Effect: This final trait of the Quiet Knife line changes the new Moria Burglar skill "Feint Attack" to "Improved Feint Attack". This has several effects. First, its cooldown is reduced to 3 minutes. It also does much more damage than the original Feint Attack, and enables "Cunning Attack", "Provoke", and especially "Trip", as well as the normal "Surprise Strike", to all behave as though the Burglar is stealthed, improving or enabling their use (though this effect ends as soon as the Burglar uses one of them).
•   Usage: Out of all of these, Trip is especially useful to use, allowing the Burglar to use it mid-combat while still saving his all-important "Hide in Plain Sight". There is also Legendary Weapon Legacy, "Feint Attack Cooldown", which can further reduce the cooldown of Feint Attack. The maximum possible effect reduces the cooldown to 55 seconds when paired with Practiced Bluff.
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« Reply #7 on: July 31, 2009, 02:55:38 PM »

The Mischief-Maker

The Path of the Mischief-maker is the most group-friendly of the Burglar's trait lines. It focuses on pretty much two things: debuffs (including Tricks, Trick Removals, and "Reveal Weakness"), and Crowd Control ("Riddle" and "Confound"). It also, as the name implies, works best for the Burglar who runs in Mischief mode. The Mischief-making Burglar will have more reliable, more powerful Tricks and Crowd Control. Combined with his natural aptitude for conjunctions, any fellowship should be so lucky to have such a Burglar helping them out.
Equipped   Bonuses
2   •   -400 Target Trick Removal Resist Rating
3   •   +5s Trick Duration
4   •   -30s Trick Removal Cooldown for 30s upon Devastating Critical
5   •   Can equip "Little Annoyances" legendary trait.

 
Opportunist
   •   Acquire: Use "Counter Defense" 350 times.
•   Effect: This trait doubles the critical-hit vulnerability effect of Counter Defense, from 3% to 6%. It also causes the skill to further reduce the Block, Evade, and Parry chance of the target--at level 60 this changes -1200 to the rating of these defenses to -2640. This is enough to nearly eliminate the chance of these defense occuring at all under most circumstances.
•   Usage: This trait has a dramatic effect on the Counter Defense skill, and while that trick is not as dramatic as say... Disable, it improves the damage of an entire fellowship, not just the Burglar's, though it affects melee classes the most. Some classes, including the Burglar himself, receive additional bonuses when their attacks critically hit, further increasing the potential of this trait. The Burglar looking for an unselfish way to increase his damage may consider this trait, especially if he frequently finds himself in situations where an enemy must be killed as quickly as possible.
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Trickster
   •   Acquire: Use "Dust in the Eyes" 1,000 times.
•   Effect: This trait improves the effect of "Dust in the Eyes", so that it affects up to 3 targets in a small radius instead of just one at a time.
•   Usage: This is a fantastic trait that comes highly recommended for any Burglar that regularly fights more than two enemies at a time. The ability to apply 3 tricks at once is just incredible. Against large, dangerous bosses, "Disable", and therefore the "Disabling Attack" trait, is a better choice though.
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Disabling Attack
    •   Acquire: Use "Disable" 600 times.
•   Effect: This trait improves the effect of Disable so that both its damage-reducing and attack-slowing effects are improved by 5%, to a total of 20% each.
•   Usage: Disable is already a very effective trick. While this trait does not have as dramatic of an effect on its power as other trick-enhancing traits, such as Trickster, the improvement is such that a great skill will be even greater. The Burglar who plans to fight a large, dangerous boss should strongly consider getting this trait.
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Blind Fury
    •   Acquire: Use "Enrage" 400 times.
•   Effect: The trait further alters the behavior of enemy NPCs suffering from the Burglar's Enrage. With Blind Fury slotted, enraged targets will eschew ranged attacks, preferring to close to melee with their randomly select targets. Note that some enemies, especially bosses, seem to be immune to this trait's effects.
•   Usage: When dealing with ranged attackers, Blind Fury can be extraordinarily useful to pull them in without having to chase after them. Once they are pulled, the Burglar would be wise to cancel the Enrage so the Guardian can gain its attention. The Burglar who constantly deals with ranged enemies who refuse to behave may consider slotting this trait.

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Perplexing Riddle
•   Acquire: Use "Riddle" 200 times.
•   Effect: This trait improves the effect of the Burglar's Riddle. Its duration increases by 5 seconds, and during the first 5 seconds of the Riddles effect, damage to the target will not break the daze. While this "improved daze" effect is not considered a Stun, it does have its own immunity timer to prevent the chaining of Riddles to completely lock down a foe even under attack.
•   Usage: Perplexing Riddle has an additional bonus effect beyond the improved daze. A normal riddle, when used in Mischief mode, will not last quite as long as the cooldown of the skill, allowing the target a few seconds of freedom. This trait prevents that by adding 5 seconds to the overall duration of the Riddle. The Burglar who often plays in Mischief mode to fulfill the role of "Crown Control" for his group, or who wishes for an extra "stun' ability should strongly consider this trait.

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Appraising Eye
•   Acquire: Complete the level 30 Burglar class quest.
•   Effect: This trait improves the damage-vulnerability effect of Reveal Weakness by 2%, to a total of 10%.
•   Usage: Appraising Eye has a very subtle effect. Still, the Burglar should always be using Reveal Weakness, and it helps out his entire fellowship. Like Opportunist, this trait is a good way for the Burglar to increase his damage by unselfish means.

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Confound the Fools
•   Acquire: Use "Confound" 200 times.
•   Effect: This trait grants "Confound" a 5 second grace period when the daze takes effect during which the daze cannot be broken by damage, similar to "Perplexing Riddle". It also allows "Confound" to affect 2 additional targets, for a total of 4.
•   Usage: "Confound" is a very tricky skill to use right. The fact that the daze takes place 15 seconds later creates all kinds of issues with positioning and timing. At the very least, the grace period this trait adds helps prevent situations where someone might accidentally strike the target before they realize its been dazed, and the 2 additional targets makes "Confound" the single most powerful daze ability in the game, if you at least consider the total amount of potential daze time in a single use (140 seconds total for 4 targets, if you're counting). However, the 5 minute cooldown of "Confound" makes it difficult to see this trait as essential, for battles frequently last much longer than 35 seconds, and if a fight can't be done without this skill, it's difficult to imagine that this trait would really the difference between success and failure. However, a Burglar with a well-coordinated fellowship can certainly get a lot of use from this trait. A really first-class and legendary Burglar will at least experiment with it to see if it works for him.

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Complicated Terms
•   Acquire: Have enemies resist your "Riddle" or "Confound" skills a total of 75 times.
•   Effect: This trait severely decreases the enemy's chance to resist your "Riddle" and "Confound" skills.
•   Usage: Normally, a single resisted "Riddle" or "Confound" isn't the difference between life and death. For times in which it just might be, however, this trait may come in real handy.

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Little Annoyances
Legendary   •   Acquire: Complete the level 58 Burglar class quest chain
•   Access: Equip 5 skills from this set.
•   Effect: "Little Annoyances" upgrades "A Small Snag" to "Quite a Snag". "Quite a Snag" has a cooldown 3 minutes instead of 5, and its effects are enhanced as follows: The root lasts a full 30 seconds instead of 15 (though it can still be broken by damage). The attack speed debuff is increased to 15% from 5%, and the incoming damage is increased by 2% to a total of 5% from 3%.
•   Usage: Out of all the Moria Legendary Traits, this one may be the least exciting, but it is potentially useful in situations where the Burglar must help his fellows do great damage in as short a time as possible. As for the root, while it is potentially useful as a backup form of crowd control, especially on targets which cannot be dazed by "Riddle", it cannot be relied upon due to the long cooldown of this skill. However, having the "Small Snag Cooldown" weapon legacy helps, which can reduce the cooldown to a minimum of 55 seconds when paired with "Little Annoyances."
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« Reply #8 on: July 31, 2009, 02:59:59 PM »

 
The Gambler

This trait line is possibly one of the most quirky out of all lines availible to all classes. It changes the way many of the Burglar's skills work, adding an additional component to them which is based largely on chance. The nice thing about the Path of the Gambler is that the deeper the Burglar traits into it, the traits in the line and the line bonuses begins to synergize more and more. The Path of the Gambler is a versitile trait line, with traits appropriate for both solo and group play. Making the best use of it can be somewhat tricky, however. At its core, this trait line is about (you guessed it) Gambles, three different types of effects which apply randomly and vary in their "tier", or the degree of the power of their effects, each time they are applied. Each Gamble has six possible tiers, with 1 being the lowest and 6 being the highest.
When a Gamble is applied, there is a "dice-rolling" sound effect, followed by a six-sided die graphic which appears over the target's head. The dice has a background color corresponding to the type of Gamble, and shows a side equal to the tier of Gamble applied (a tier 4 Gamble shows a "4" on a six-sided dice.) In the event of a tier 6 Gamble, either through sheer luck or application of "Gambler's Strike", the dice-rolling sound effect is replaced by a satisfying "ka-ching!" Jackpot!

Okay, enough of the general introduction, let's talk specifics. The three types of Gambles are:

•   Debuffing Gamble: Lowers the target's offensive power for 15 seconds. This debuff can include up to three seperate effects: Increase of the target's attack speed (making it attack slower), increase of the target's miss chance (which doesn't affect tactical attacks), and reduction of the target's damage output of all types (melee/ranged/tactical). The actual amount of these three effects varies with the tier of the Gamble. Availible from:
o   "Burgle" with the "Footpad" trait equipped. 60% base chance to apply.
o   "Clever Retort" with the 2 trait line bonus. 30% base chance to apply.

•   Disabling Gamble: Dazes the target. The duration of the daze varies with the tier of the Gamble, while the lowest tier does nothing (though it can be upgraded with "Gambler's Strike"). Effects which can be triggered by Gambles, such as upgrading the Gamble via "Gambler's Strike", work for 15 seconds after first application of the Gamble, regardless of the duration of the daze or even if it breaks early.

Note that this daze can affect targets which might normally be immune to the Burglar's "Riddle", such as beasts and insects. The highest tier of this Gamble lasts a whole minute! Also, the application of a Disabling Gamble does not automatically turn off auto-attack like most crowd control effects, so be wary about breaking the daze right after it applies. Either turn off auto attack or get away from the target even before you know the outcome of whether or not the Gamble succeeded. Availible from:
o   "Provoke" with the "Leaf-walker" trait equipped. 60% base chance to apply.
o   "Mischievous Glee" with the 3 trait line bonus. 30% base chance to apply.

•   Damaging Gamble: Does a DOT effect over a period of 15 seconds. The actual damage per tick of the DOT varies with the tier of the Gamble. Availible from:
o   "Lucky Strike"/"Gambler's Strike": 100% chance to apply. "The Gambler's Strike" version is always at least tier 4.
o   "Startling Twist" with the 4 trait line bonus. 30% base chance to apply.

I'm still trying to get together a full list of the effects of each Gamble tier, but my information is currently incomplete. Look forward to a full list of each Gamble's effect at all tiers in a future update to this guide.

Equipped   Bonuses

2   •   30% for "Clever Retort" to apply a Debuffing Gamble.
3   •   30% for "Mischievous Glee" to apply a Disabling Gamble.
•   "Surprise Strike" deals bonus damage to Gambled targets
4   •   30% for "Startling Twist" to apply a Damaging Gamble
•   +40% Gamble Chance for 30 seconds upon Devastating Critical
5   •   Can equip "Dealings Done" legendary trait.

 
Honed Wit
•   Acquire: Use "Clever Retort" 250 times.
•   Effect: This trait upgrades "Clever Retort" in two significant ways. First, it lowers the cooldown of the skill by 30 seconds, from 2 minutes to a minute and a half. Second, it eliminates the restriction on its use: it no longer has to be used in Mischief mode. This is a great boon for the Burglar who prefers to attack from stealth.
•   Usage: Clever Retort is a useful, if potentially unreliable skill, and the ability to use it faster and after having attacked from stealth is very handy to have. The fact that it's a skill which can cause a Debuffing Gamble is example of the great synergy of this trait line. Highly recommended for the Gambler-focused Burglar.
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Even the Odds
•   Acquire: Use either "Sieze Initiative" or "Escape Clause" a total of 35 times
•   Effect: This trait boosts the effectiveness of both "Sieze Initiative" and "Escape Clause", the Burglar's two "Conjunction-reactive" skills in the same way. Their cooldowns are both reduced by 5 minutes, from 20 to 15. Furthermore, when either of those skills are used with this trait, they grant the Burglar an extra 25% chance to apply Gambles for a whole 60 seconds in addition to their normal effect. This buff stacks with the 4-trait bonus of this line and similar effects.
•   Usage: The main drawback to this trait is that even with a 5 minutes cooldown reduction, these skills have a very long recharge time, making it difficult to rely on them. In fact, remembering to use them can be extraordinarily difficult for even a first-class and legendary Burglar like myself. The bonus to the Burglar's Gamble chance is nice (but not necessary)--combined with the 4-trait bonus of this line unlocked via a Devastating Critical, even the least likely Gambles have a 95% chance, and adding the Legendary Class item Legacy can make this 100% easily. Unfortunately, this is also overkill for some of the more likely Gambles. In the end, if the Burglar already has a hard time remembering to use his "Conjunction Reactive" skills, this trait will certainly do him no good. For the rest: experiment with this trait and see if it works for you.
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Cruel Odds    
•   Acquire: Critically hit with any combination of skills in the critical hit chain ("Burglar's Advantage", "Double-edged Strike", etc...) 200 times.
•   Effect: With this trait, striking with "Burglar's Advantage" or "Double-edged Strike" has a 5% chance to apply a debuff to the target which increases their chance to be critically hit by all attacks by 2%. This stacks with the "Counter Defense" trick and similar effects. If the target has a Gamble currently affecting it, this chance is increased to 20% per attack. The debuff lasts 15 seconds.
•   Usage: These two skills are staple attacks that the Burglar uses all the time. 2% may not seem like much, but remember that it helps out the Burglar's entire fellowship, making this a very group-friendly trait. The fact that Gambles increase this chance is another example of the Gambler line's great synergy.
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Overwhelming Odds    
•   Acquire: Participate in 150 successful conjunctions (or a combination of colors that the game recognizes as a specific fellowship maneuver).
•   Effect: This trait gives the Burglar an array of short-duration buffs after any successful conjunction, depending on what colors were used in it. It does not matter how many of a color were used, only that it appeared at least once, meaning that this trait will see the most effect from straights. Each buff lasts 20 seconds, and can have the following effects:
o   Red: +10% damage
o   Green: Additional healing from "Mischievous Glee"
o   Yellow: 5 additional pulses to the DOT components of "Cunning Attack" and "Well-placed Strike"
o   Blue -10% tricks cost
•   Usage: I want to like this trait. I really do. However, it's got some serious flaws. The 20 second duration very short, and the additional healing from "Mischievous Glee" is kind of pointless, because a conjunction with green included will already have more than enough healing for any situation that is even remotely possible. Well, there may be some times where it will make a difference, but they would be few and far between, I'm sure. With a longer duration, and possibly some rethinking of the green component (maybe not, since with a longer duration, there might be occasion to use "Mischievous Glee") this trait might be pretty cool, but as it stands, I cannot recommend it.
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Footpad    
•   Acquire: Use "Diversion" 500 times.
•   Effect: This trait improves the Burglar's stealth level by 2, making it easier for him to Sneak without being noticed. Furthermore it adds the ability to the "Burgle" skill to apply a Debuffing Gamble at a base 60% chance, which can be raised by several means.
•   Usage: Increasing stealth level is definitely useful for the Burglar who sneaks around often, though by itself it may not be reason enough to slot this trait. The bonus effect to Burgle is also somewhat appealing, though it can certainly be lived without. The best part about this potential Gamble is the fact that "Surprise Strike" does more damage to Gambled targets, and this is the only way for a single Burglar to get this sort of bonus combined with an attack from stealth. However, remember that Burgle cannot be used on many enemy types, as well as on any enemy in combat. This final restriction makes this trait a poor choice for a Burglar in a fellowship, since his fellows will almost always engage the enemy before the Burglar, but the solo Burglar might end up having a little fun with this trait. Experiment with it and see if it works for you.

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Leaf-Walker    
•   Acquire: Use "Hide in Plain Sight" 250 times.
•   Effect: This trait increases the speed at which the Burglar can move when using Sneak or Hide in Plain Sight, from 50% movement speed reduction to 70%. It does not affect Share the Fun. It also adds a base 60% chance for "Provoke" to apply a Disabling Gamble on its target.
•   Usage: This trait is very convenient, and any stealthing Burglar who tries it once will be hard pressed to unslot it. Though it doesn't have a direct effect on the Burglar's combat potential, it makes it more possible to sneak without being seen because the Burglar can more easily get away from a near detection event, and the Burglar can get to where he needs to while stealthed much faster. Furthermore, it allows a Burglar to more easily keep up with his fellowship while sneaking, though it's still entirely possible to be left behind in this fashion. The bonus to "Provoke" is interesting, because it opens up new opportunities for a Burglar on how to approach a fight with multiple enemies. If he opts to take advantage of this strategy however, he must be wary not to allow his auto-attack or any other skill to accidentally break the daze cause by the Gamble after it is applied.
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Swift and Subtle   
•   Acquire: Use "Subtle Stab" 1,250 times
•   Effect: This trait improves the damage of the Burglar's "Subtle Stab" by 10%. Furthermore, when using "Subtle Stab" against a target with a Gamble on it, that target automatically recieves a debuff to all their resistances, making them more likely to be affected by various tactical, debuff, and crowd-control skills. This debuff last 15 seconds.
•   Usage: This trait is definitely better for the grouping Burglar. While some of the Burglar's skills can be resisted, they are more uncommon than not, and the amount of the debuff and its duration makes it especially difficult for the Burglar to capitalize on it when it happens. In a group, this debuff can help out the effectiveness of his entire group, but especially tactical-based classes like the Loremaster, Rune-keeper, and Minstrel. Of course, the extra damage is nice too. Recommended for the grouping, gambling breed of Burglar.

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Side-step   
•   Acquire: Evade 1,250 attacks.
•   Effect: This trait applies a passive bonus to the Burglar's chance to evade.
•   Usage: A very handy, hands-off trait, Side-step improves the Burglar's already noteworthy survivability. It also has great synergy with the legendary trait Stick and Move. The Burglar who frequently finds himself in danger should strongly consider getting this trait.
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Dealings Done
Legendary   •   Acquire: Complete the Moria epic series "Volume II: Books 1-6"
•   Effect: This Legendary Trait upgrades the "Lucky Strike" skill to "Gambler's Strike". This new version has a base cooldown of 3 minutes instead of 5. It does a little more damage, and the Damaging Gamble it applies is always at least tier 4. More importantly, when "Gambler's Strike" is used on a target with a Gamble already on it, instead of applying a random Damaging Gamble, it automatically refreshes the duration of the Gamble on the target and upgrades it to the maximum tier of 6, every time.
•   Usage: This skill opens up some very nice new possibilities for the Burglar and his Gambles. The ability to guarantee a Gamble reaches tier 6 can be very handy indeed. There's not a lot of reason to upgrade a Damaging Gamble--this skill already applies high tier versions of that effect when no Gamble is present.
Upgrading a Debuffing Gamble can be handy, especially if the Burglar can save using this skill until the very last second--this makes the most of the fact that the upgraded Gamble's duration is completely refreshed. However, out of all the Gambles to upgrade, a Disabling Gamble can be very powerful indeed. The daze from a tier 6 Gamble lasts a whole minute, and affects enemy types which might normally be immune to "Riddle" such as beasts or insects (though truly crowd-control immune enemies like instances bosses are still unaffected). Note that the Burglar must still be careful not to accidentally break the new, upgraded daze right after it applies with auto attacks or other skills, and he should of course communicate with his fellows of his intentions like with any other daze effect.
Upgrading a Disabling Gamble only works up to 15 seconds after it was initially applied, regardless of the actual duration of the daze (including the non-effect of the tier 1 Disabling Gamble). In case you're wondering, the effect which controls this 15 second limit looks like a black oily splat on a yellow field.
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« Reply #9 on: July 31, 2009, 03:01:29 PM »

Shadows of Angmar Legendary Traits
 
Exposed Throat
Legendary   •   Acquire: Complete The Expert's Guide to Dirty Fighting book
•   Effect:
•   This trait grants the Burglar a new skill, also called "Exposed Throat", which functions as a finishing move to his critical hit chain. Compared to the new Moria critical hit chain finishers, "Exposed Throat" and its counterpart "Flashing Blades" have a very fast cooldown, allowing them to be used whenever the Moria skills are recharging. Compared to "Flashing Blades", "Exposed Throat" does less damage and costs more power, but it has a chance (20%) of opening a conjunction, as though the Burglar used "Exploit Opening". This conjunction can be blocked by stun immunity (when it is, the Burglar will see "IMMUNE' scroll over his target's head). Additionally, "Exposed Throat" has a very fast animation.
•   Usage: This trait is excellent. Though 20% may not seem like a great chance of opening a conjunction, the Burglar will be using this skill often, meaning that one is assured eventually. The more conjunctions a group does the more chance it has at being successful at whatever it is doing, especially if that conjunction provides essential power or morale at a crucial moment. The Burglar still has his multiple methods of forcing a conjunction in a pinch, but with this skill, he will find that he has to waste them less frequently. Furthermore, while "Exposed Throat" does less damage than "Flashing Blades", it still does a very noteworthy amount with a quick animation, and damage should not be the Burglar's focus anyway. Aside from the high power cost, the one drawback to "Exposed Throat" is how it is affected by stun immunity. Since the conjunction can be blocked by that state, he may find himself wasting a lot of chances for a conjunction if he is in a group with a lot of stunners, like Champions, Loremasters, and Minstrels with the "Unrelenting" trait slotted who like to shout often. There are several ways around this. The Burglar can use his own extra-long duration stun in the form of "Startling Twist" before he works his way through the critical chain. So long as he strikes with "Exposed Throat" before the stun itself ends, then there will be no immunity and the conjunction, if it occurs, will take place as normal. He could also try talking with his fellows, working out a time for it to be acceptable for a target to be stunned, perhaps at 50% health. Finally, he can just accept defeat and slot "Flashing Blades" instead of "Exposed Throat", but he would be missing out on a great skill. Either way, he should strive to have one or the other.
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Flashing Blades
Legendary   •   Acquire: CompleteThe Book of Knives book
•   Effect: This trait grants the Burglar a new skill, also called Flashing Blades, which functions as a finishing move to his critical hit chain. Compared to the new Moria critical hit chain finishers, Flashing Blades and its counterpart Exposed Throat have a very fast cooldown, allowing them to be used whenever the Moria skills are recharging. Compared to "Exposed Throat", this attack does significantly more damage and costs significantly less power, but has a longer animation time and no additional effect.
•   Usage: "Exposed Throat" is generally a more useful skill for a Burglar in a fellowship to have, but if the Burglar solos often, he may consider using this trait instead. There are other situations where it is useful as well: If the Burglar cannot get his fellowship to stop using stuns so that he may have a better chance of getting a conjunction with "Exposed Throat", he may use this instead. It is important to note that while the skill may seem like an incredibly high-damage attack at first glance, its long animation means that it will not be a significant boost to the Burglar's DPS. Rather, it is a power efficient attack, which the Burglar can use to cause significant damage in a long fight while saving as much power as possible. Ultimately, the Burglar's focus should still not be damage, but in some situations "Flashing Blades" is more useful than "Exposed Throat". Either way, a Burglar should strive to have one or the other.
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Sweep the Leg
Legendary   •   Acquire: CompleteKnee-breaker's Manual book
•   Effect: This trait changes the Burglar's "Trip" skill in several ways. Firstly, using "Trip" doesn't break stealth, meaning the Burglar can trip a target and follow up with another attack from stealth. Also, the cooldown of "Trip" is reduced by 40 seconds, from 5 minutes to 4 minutes, 20 seconds.
•   Usage: This trait has some use, but ultimately suffers from certain limitations. It has significantly less use for a Burglar in Mischief mode, since that Burglar would have to use "Hide in Plain Sight" to "Trip", which only comes back every 10 minutes, negating the use of the 40 second cooldown reduction. Further, since "Trip" opens a conjunction, the Burglar has to work extra hard in order to attack the target from stealth before contributing to the conjunction. With this trait, the Burglar would probably be best towards the end of any given conjunction, but ultimately, this trait ends up being something of a headache for most Burglars.
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Stick and Move
Legendary   •   Acquire: Complete level 50 Burglar quest.
•   Effect: This handy passive trait changes the behavior of the Burglar's critical hit chain, making it available more often when the Burglar himself is under attack. When the Burglar evades an attack, he receives a critical hit response event as though he struck an enemy with a critical hit.
•   Usage: With this trait, a Burglar under attack will rarely be without access to at least one attack from his critical hit chain, especially since Burglars are especially good at evading. This trait also has great synergy with the class trait "Side-step". This trait comes highly recommended.
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« Reply #10 on: July 31, 2009, 03:11:05 PM »

I zmiany które weszły z bookiem 8:

Burglar set Book 8 The Ladys Secrecy


Welcome all to the Burglar Book 8 update extravaganza! We've got a lot to go over, so lets cut right to the chase. The majority of the updates in this Book have been centered around the traitlines. As such, many of the updates will be explained in the context of the traitline they effect the most. At the end, we'll discuss general updates and have a FAQ. So, let's jump right into it!

The Gambler:

The Book 7 updates to the Gambler line left it in a pretty solid position, so the changes here are on the minor side. First, two rarely used traits were slightly buffed up:
•   Cruel Odds application rate increased to 10% and 25%.
•   Even the Odds buff is now +50% gamble chance.
Next was a small tweak to Lucky Strike. The damage of damaging gambles is a bit too high to justify the natural damage of the skill, so it was lowered a bit:
•   Lucky Strike damage decreased.
Lastly, we want to incentive the capstone legendary traits more. For the Gamble line, we took 5% off the application chances of each of the trick removal skills, then added a 10% bonus to gamble applications to the legendary trait, Dealings Done.
•   -5% all base gamble application rates.
•   +10% gamble application rate added to Dealings Done.
That’s about it for The Gambler. A net increase in gamble chances if you fully trait, and a small decrease if you don’t, and a few touched up traits. You were all expecting only minor changes anyway 

Quiet Knife:

High DPS is not a mainstay of the Burglar. His job has always been much more nuanced then that (I can’t wait to see that line in peoples sigs.) Perhaps if Quiet Knife line was similar to the Lore-masters DPS line, decreasing CC abilities to buff up DPS? Unfortunately this would be a rather major overhaul that would likely cause frustration. Instead, to focus of Quiet Knife has been to reorder the traitline to require more commitment to gain bonuses, enhance what bonuses it has, enhance underused traits and give an interesting endgame DPS rotation. Lets start with the traitline bonuses:
•   2 set bonus is now 5% positional damage and 10% critical damage
•   3 set bonus remains the same
•   4 set bonus is now 5% positional damage and on devastating critical, an additional 10% positional damage and 20% critical damage
•   Practiced Bluff now grants +5% damage to all From Stealth attacks.
Yes, the best bonus (+15% positional damage) was moved deeper into the line. However, a dedicated QK player will be able to set up some pretty significant damage if he can stay behind his target for an extended period. If that player has also invested IA time into reducing the recovery of Improved Feint Attack (which makes your next attack count as From Stealth, remember?), a significant amount of damage can be pumped out. How? Why, with these updated traits:
•   Strike from Shadows now increases stealth critical chance by a flat percentage.
•   Hidden Knife adds 2% damage to all From Stealth attacks.
•   Strategic Planning now decreases Location is Everything’s recovery by 3 minutes.
These skill updates also should be mentioned now:
•   The "From Stealth" version of Cunning Attack has had its damage increased
•   Devastating criticals of Cunning Attack now apply even stronger Damage over Time
•   "Well-placed Strike" has its Recovery reduced to 3 minutes.
•   Cunning Attack has its recovery increased to 5s
And that’s it! So, we’ve got more trait utility, a traitline that requires some commitment to, but grants some hefty bonuses and a strong DPS rotation utilizing Feint Attack. All this, while still being able to throw tricks, FM’s and stuns all over.

Mischief-maker:

Ah, Mischief. I saved the best for last you know? Much maligned for reasons that still baffle me, this line now houses a buff some of you have asked a while for, and some tweaks I think you will all like. I have not allowed the stacking of multiple tricks on a single target. Just wanted to get saying that out of the way now. It is still a possibility for the future, but right now it would be much too potent given the rest of the Burglars skill set (and yes, I know you don’t agree.) That said, a few nice additions were made to Tricks:
•   2 set bonus now helps bypass resistance on tricks AND trick removals
•   3 set bonus now increases non-enrage trick duration by 10s while in Mischief AND adds 5s to riddle duration while in Mischief
•   4 set bonus reduces trick removal duration by 5s (all the time) AND on devastating critical increases the potency of all trick removals by 15%
•   Little Annoyances now increases non-enrage trick duration by 20s while in Mischief
So, 60s long tricks, chain-mez without Perplexing Riddle, shorter trick removals all the time and a chance to have empowered trick removals for a short time! I think you’d have a blast in this line, even without the following:
•   Disable Recovery reduced to 5s, duration increased to 30s.
•   Small Snag damage has been increased
•   Trick removal skills now show their effects in skill tooltips
Not much else to say, I think those changes speak for themselves (yeah, the last one was just fluff, but who doesn’t like readability!)


General Updates:

And all the rest… No change to Stealth recovery. Just putting that out there. We know many of you want it, but it serves its purpose. We did make a little change to stealth though:
•   Share the Fun IA movespeed legacy has been removed. The Stalk legacy now increases STF speed.
Your welcome. How about this?
•   Flashing Blades damage increased.
I know I know, why didn’t we add a third attack hook? Well, we did, and the skill still looked like it needed more attack hooks to sync with each strike. Flashing Blades is a flurry of attacks with each hand that, for simplicity's sake, we display as a single strike with each hand. The damage increase that more attacks would have provided has been instead added to the two strikes it still delivers. I am well aware this is insufficient for some of you, but try to remember that a good skill has been buffed. Speaking of buffs…
•   Little Annoyances, Dealings Done, and Practiced Bluff now reduce cool down by 140 seconds (was 120 seconds).
•   Stick and Move now increases partial evade chances and mitigation
•   Track Treasure now stacks with other resource crafting radar toggles.
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« Reply #11 on: August 01, 2009, 07:01:19 PM »

Zamir, chylę czoła i dzięki za wspanialy przewodnik:)
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« Reply #12 on: August 26, 2009, 07:52:31 AM »

A kiedy wersja w ojczystym języku   ;D
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ups...


« Reply #13 on: August 26, 2009, 08:41:01 AM »

a po co ??
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« Reply #14 on: August 26, 2009, 09:10:20 AM »

A choć by po to, żebym coś więcej zrozumiał :P  :D
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