Hi all, this thread will be a work in progress guide for Fire Rogue and Fire Rogue hybrids. I was looking for one myself, but there does not seem to be any documentation on the playstyle or build as a whole for the most part, at least not all in one place. So I'll be working on this one as time goes on to flesh it out. I'm still new to this playstyle myself after all! Please feel free to contribute or leave feedback as well



Table of Contents:



-I- Meet The Bomber

-IA- Bomb Mechanics

-II- Elemental Skills and Notes

-IIA- Other skills -IIB- Firewall

-III- Passive Specialties

-IV- Active Specialties

-V- Stats

-VI- Builds & Gearing [UNDER CONSTRUCTION]

-VII- Questions that still need answering.. [UNDER CONSTRUCTION]

[Barbed Fire] adds 1 charge to a bomb per use

adds 1 charge to a bomb per use [Overcharge](Boombot) adds 1 charge to a bomb per use.

The start of your turn will subtract 1 charge from all bombs active on the field.

[Remote Control] removes 1 charge from a bomb per use (only if bomb is in the center of the AoE)

removes 1 charge from a bomb per use (only if bomb is in the center of the AoE) [Detonator](Boombot) removes 1 charge from a bomb per use (Boombot can use this skill twice in one turn)

removes 1 charge from a bomb per use (Boombot can use this skill twice in one turn) Any skill that does damage will remove 1 charge per attack. This occurs if someone is standing on the bomb when they take damage as well.

Create a firewall (aka Fire Glyph) on the ground. This will deal damage everything that stands or walks through it (up to a max of 3 times per turn). More on this later. Create a chain reaction of bomb explosions to grant yourself AP (via [Bomber Fan]) while dealing devastatingly intimidating damage on the field. Drain MP, decrease enemy range, or cause Burning on them via each bombs secondary effect. Pick up and throw the bomb to a new location for free with a max level [Magnetic Claw] Travel closer to a bomb with [Flaming Claw] Pick up and hold a bomb to turn yourself into a mobile bomb (note: this works for creating firewalls too) Quickly detonate bombs with [Remote Control] whilst also adding additional damage to them (additive). Pull, Push, Pick up/Throw bombs, add/remove charges, using the [Boombot]. Kill your own teammates by getting them caught up in explosions!

You cannot throw a bomb directly on an enemy. You used to be able to, but they removed that feature. You cannot use the boombot to [Push] bombs into other bombs, causing them to detonate. Again, you used to be able to, but you can no longer do that. You cannot use a bomb to block line of sight. Bombs are "ethereal" for all intents and purposes. Same as above, you cannot use a bomb to block a cell off. Players can stand in bomb cells (at their OWN RISK!) You cannot pick up multiple bombs at the same time. You cannot use [Roguery] on the bomb.

Enemies teleported onto a Firewall cell will take firewall damage in addition to the normal damage.

The eligible cells for teleportation around a bomb are all surrounding cells, not including the cell the bomb is placed on.

Bombs do not count as "targets" and you can use this skill on them more than 2 times in a turn to add multiple charges.

The teleport effect triggers around the locally closest bomb to both you and the target. That is to say, if the target is in the field of 2 bombs, they will stick around the one that is also closest to you.

I believe these additional firewall procs do not count against the total firewall procs per turn.

The base damage of this skill is 21 (lvl 100) and 40 (lvl 200), which is "Low" damage for this class.

This is a good skill for dueling, but only for the utility it provides in regards to firewall damage. The firewall damage is definitely the primary reason for using this skill if you choose to, as the normal damage is quite low. Do not level it, but use it freely for additional firewall procs.

Explodes in a 3x3 grid.

Burning chance is the same at all levels (66% and 100% for crit).

The level of burning is determined by the level of the bomb. (26 damage at level 100, 51 damage at level 200).

The base damage of this skill is 65 (lvl 100) and 124 (lvl 200), which is "High" damage for this class. (High to Heavy damage if you can proc the burning).

. This is a good all-around bomb. If/when you go 12 AP, you can play 3 of these in a turn for creating a firewall. Many people choose to go all/nothing on this skill though, as the Megabomb and Blinding Bomb usage can make a "mid ground" bomb redundant (not much damage more than blinding, not much cheaper than mega bom

Explodes in a large AoE. (picture of AoE; Click here)

Base damage is 106 (lvl 100) and 206 (lvl 200), which is "Heavy" damage for this class.

This bomb is great for heavy damage. And even greater when you can hit at least 2 enemies with it. It also can be used to build longer lasting firewalls. One of its best qualities though, is that you can blow it up almost instantly by placing it around/near another bomb thats about to detonate. This is the bomb to target with Remote Control though, if you are in the situation to use it.

The disorients from this skill stack on each other, so you can remove multiple range.

Explodes in a 3x3 grid.

Base damage is 54 (lvl 100) and 105 (lvl 200), which is "High" damage for this class.

This skill is great for setting up firewalls. A 12 AP build can set up an 11x3 cell firewall in one turn if they want. For low levels, its the best way to set up firewalls in one turn as its the cheapest bomb to summon. The disorient effect is rarely worthwhile though, so do not concentrate on that aspect.

Shooting a bomb with it does not decrease the charges.

Shooting an ally with it does not do any damage.

Base damage is 38 (lvl 100) and 73 (lvl 200), which is "moderate" damage for this class.

This skill is for utility usually. I have two rogues, one is an earth-dominant. I've got this skill maxed on that character as its a decent source of fire damage that is easily spammable in a 12 AP build. Sometimes the enemy is weak to fire after all. For the bomber build though, I recommend to leave this skill at 1, as you do not need to deal direct damage with it and will only be using it for moving closer to bombs/allies.

This skill is useful for escaping and placement. Do not level it, it is utility only.

Just like Roguery, this is a skill you do not level, and use as utility only. The idea is that you use it to escape or disengage the enemy. Not as useful now that locking is different, but might still be useful in various situations or when the lock penalty is so high that a disengage is preferred.

This skill does not need to be leveled up, but you can use it for the purpose of removing a charge in a situation where you have no AP to cast Remote Control, or only have MP left.

[Bomber Fan] : Yes, very important. Max it.

: Yes, very important. Max it. [Surprise Shot] : Earth exclusive, not important. Don't max it.

: Earth exclusive, not important. Don't max it. [Initiator] : Yes, very important. Max it.

: Yes, very important. Max it. [Runaway] : Can potentially put you in your own firewall or bomb field. Do not level it.

: Can potentially put you in your own firewall or bomb field. Do not level it. [Rogue Master]: Slightly important, max it eventually.

This is the most important passive for a bomber. It increases your damage, gives you control points (which means MORE BOMBS!) and gives you back AP whenever a bomb explodes. Max this first for more bombs and damage. It's very cut and dry.

This is a good passive right off the bat due to the +40 init. However, you won't make the most of this passive unless you go into the air tree later on when you begin to hybridize. I would recommend not getting this one too early, but definitely get it at some point.

[Fusilade] : No, this is Earth Exclusive, and not needed.

: No, this is Earth Exclusive, and not needed. [Remote Control] : Yes, this is important for detonating your bombs early with additional damage, amongst other things.

: Yes, this is important for detonating your bombs early with additional damage, amongst other things. [Magnetic Claw] : Yes, this is crucial to the placement of bombs and firewalls, and is also good for escaping enemies by pushing them away or pulling yourself to allies.

: Yes, this is crucial to the placement of bombs and firewalls, and is also good for escaping enemies by pushing them away or pulling yourself to allies. [Boombot] : Yes, this is crucial to the control and maintenance of bombs and firewalls.

: Yes, this is crucial to the control and maintenance of bombs and firewalls. [Smoke]: Maybe, this is a pvp oriented skill and you may find no use in it at all.

This skill is currently broken. The +20% damage does not take effect, but the rest of the effects still work.

You can use this multiple times on the same bomb to make it detonate quickly.

The +20% damage to the bomb would normally stack for every use on the turn it was used. If the bomb does not detonate on that turn, the +damage is lost.

I would love to say this skill is points well invested. But its broken, and the +20% damage modifier does not do anything. Even if it did, I am unsure as to whether this is final bomb damage or simply elemental damage modifier. Either way, the skill has its uses - but due to it being broken I will venture to say it should be a later priority for now after Boombot and Magnetic Claw. Get it maxed when you do though, as you may be far far away from your bomb when it comes time to let it blow up, and you'll want to be able to reach it (and cheaply!)

Holding the bomb turns you into a bomb. You can therefore extend the firewall or re-connect it by going into the proper cell to create the firewall as if you were throwing a bomb there.

This skill is a swiss army knife, really. It's mostly only useful at max level though, so go big or go home. You can cast it twice a turn, and it will be free for anything but enemies. Use this to pick up and throw a bomb (that is both uses), draw an ally closer to you so you can position a Roguery, or push an enemy away from you so you don't get locked. Repositioning bombs helps with syncing up explosions, pulling bombs away from your firewall that would otherwise cause it to early-detonate, or moving bombs around to change the shape of the firewall.

At level 7 the Boombot has 4 AP, 3 MP, and 4 WP. At lvl 9 it has, 4 AP, 4 MP, and 4 WP. WP is useless, and has no place. There is only a single MP gain between lvl 7 and 9.

The boombot does not take damage from your bombs, firewalls or explosions.

The boombot has access to 6 skills.

Bombs Away : 2 AP, 1-4 range, straight-line only. Throws the bomb to the target position. Detonator : 2 AP, 1-4 range. Removes 1 charge from a bomb. Overload : 2 AP, 1-4 range (modifiable). Adds a charge to a bomb, if used on an ally/enemy, deals fire damage. Bomb Squad : 2 AP, 1 range (modifiable?). Picks up the bomb in front of the target bomb. Push : 2 AP, 1 range. Pushes the bomb back 2 cells. Magnet : 2 AP, 2-3 range, straight-line only. Pulls the target bomb 2 cells closer.



Boombot is a great utility skill. It can also be used to block lines of sight. Mostly what its used for on a Bomber is for moving or adding charges to bombs, which it can do 2x a turn due to its limited AP pool. It's also the only skill so far that we'll be using which takes up WP. Similar to Magnetic Claw, if the Boombot is holding a bomb, they now count as a bomb for the purpose of firewall creation/extension. Get this skill early, and get it to level 7-9. Level 9 is important for the purpose of unlocking the Detonator skill that allows you to remove charges from bombs..

[% HP] : Always a good place to dump "all remaining points" after you get what you need elsewhere.

: Always a good place to dump "all remaining points" after you get what you need elsewhere. [Resistances] : Always max this first. It's effectively +19% final damage reduction. You will take damage at many points.

: Always max this first. It's effectively +19% final damage reduction. You will take damage at many points. [Regeneration according to missing HP] : This is a tank stat, don't get it.

: This is a tank stat, don't get it. [Heals Received] : Also a tank stat, do not get.

: Also a tank stat, do not get. [% Life Steal]: I would recommend getting this one. Bomb explosions and firewall damage can happen at any time, and you will still receive the healing. Max this after Resistances.

Evenly distribute your points into each of the ALL Damages categories, nuff said.

You have enough escapes to not have to worry about dodging, especially if you have magnetic claw. Do not worry about dodge.

Pump all your points into Initiative. You want to go first so you can set up your bombs when they would be placed in the most threatening places. Also this affects Initiator and gives you more damage.

Crit to 20, the rest into Crit Damage. The rest of the stats aren't really useful for you.

Action Point, Range and Damage, Control and Damage. When you can get a 4th one, I would suggest either Final Damage, or the MP/Damage.

Action Point because early on you want 9 AP, and setting up that quick firewall is important to the rest of the bomb strategy.

Range and Damage because all of your bombs are increased by range, and you want to be able to throw them where you need them - also that +40% all damage passive is nothing to sneeze at.

Control and Damage because its +2 Control and that means "MORE BOMBS!". You'll have 5 bombs available passively just from this stat, and your Bomber Fan skill. Again, that +40% damage is nothing to sneeze at.

In the future when you can get a 4th point, the +10% final damage would be highly noticeable due to the frequency of Firewall procs, as well as the obvious big bomb explosions (moreso if they can fix Remote Control....). Otherwise, getting +20% all damage and another MP is probably not a bad idea either. I didn't get it in this build due to the availability of mobility skills via Roguery, Flaming Claw, Magnetic Claw.

Crit & CH Damage: Because critical bombs are better bombs, and everyone knows that.

Initiative: Because it increases your damage via Initiator, and make sure you're first in line for laying out bombs and screwing up the enemies strategy.

Range: Because more range = farther bombs. You need to share bombs with everyone after all!

AoE Damage: Still new to these secondary stats, but all bombs are AoE's so they are all affected by AoE damage.

Fire Damage. If you can get fire damage, get fire damage. Plain and simple.

Levels 1-21: Bomber Fan (max it out)

Levels 22-40: Remote Control (max it out)

Levels 41-57: Boombot (level 8) This gets you the Detonator skill

Levels 58-77: Magnetic Claw (max it out) This makes it free to cast on all but enemies

Levels 78-98: Initiator (max it out) This will give you a nice damage boost all across the board so long as you have been properly statting your Agi points into Initiative

Levels 99+: Max out Rogue Master, you'll get some AP return possibly when using Boomerang Dagger, and it's also a passive +40 initiative

Does the +40% bomb damage from Bomber Fan also affect firewall damage? Do AoE, single-target, long-range or close-combat damages affect firewall calculation? Are Boombots skills affected by +range? Or is that a mislabel on Bomb Squad?

Rogues have 3 very diverse elemental trees. Earth focuses on long range burst damage, which can be used either as single target by default, or a large AoE when coupled with the. Air is a close range melee tree that focuses heavily on crit for secondary effects, while also usingfor a specialized AoE pattern. Fire is all about the strategic placement, planning, and controlled demolition associated with their many bombs and firewalls.Here's how a bomb works. You select the bomb skill, you place the bomb on the field. The bomb has a designated amount of 'charges'. When the bomb runs out of charges, it blows up. The number of bombs you can have on the field is = to control points. You get 1 control point by default, and 2 from. More bombs is more fun, so feel free to pick up more Control Points elsewhere! Bomb charges are = to the amount of AP required to cast the bomb. (example: Burning Bomb has 4 charges, and costs 4 AP to create). Bombs can crit, and whether a bomb will crit or not is determined when you summon the bomb (you will hear the crit effect sound). Bombs blow up other bombs in their AoE when they detonate, regardless of how many charges are remaining on the adjacent bombs.Charges by default will decrease by 1 per start of turn. Charges can also be decreased by taking damage from any source (such as shooting them with, or an enemy catching your bomb in an AoE). They can also be decreased by 1 using the active specialty. Charges can beto the bomb by usingon it.To recap all instances though.MANY THINGS! Let's take a look!This list is shorter.Whew! Now you're a bit more familiar with bombs as a whole, let's delve into the specifics of the elemental skills:: 3 AP, 1 MP. 1-4 range (modifiable). 2 uses per target. "Hit the enemy and deal damage to them. If they are near a bomb, they will teleport randomly around the bomb. If you use this ON a bomb, it gives it +1 charges.: 4 AP. 1-3 range (modifiable). "Throws a bomb, that blows up after 4 charges. Deals damage and has a 66% chance to apply burning to the target (100% if it crits).": 5 AP, 1 MP. 1-4 range (modifiable). "Throws a bomb, that blows up after 5 charges. Deals a lot of damage and has a 100% chance to remove 1 MP from all effected targets.: 3 AP. 1-3 range (modifiable). "Throws a bomb, that blows up after 3 charges. Deals a high amount of damage and applies a disorient effect (-1 range) at a chance based on the level of the skill.: 3 AP. 1-4 range (un-modifiable). Only castable in a straight line. "Shoot an enemy for low damage. Makes a cool shotgun sound. Shoot a bomb with it and you'll move 2 cells closer. Shoot an ally and move 2 cells closer.: 2 MP. 2 range (un-modifiable). Only castable in a straight line. "Shoot an ally or enemy, pulling them 1 cell closer to you, and putting you in the cell behind them.": 6 AP. 1 range (un-modifiable). "Hit the enemy, pushing them back a cell if you crit, and also pushing yourself back a cell by default".All remaining AP/MP. 2-4 range (modifiable). Only castable in a straight line.What is firewall? Well, basically you line up 3 or more bombs adjacent to each other in a specific way, and it sets the ground alight. You may connect as many bombs to the firewall as you have the capacity to summon and maintain. Enemies walking into it, or starting their turns on it, will take modified fire damage. Firewalls presence, and enemies proccing on it, do not decrease the amount of charges on the bombs. Allies, summons, and your own character - are all damaged by walking on the firewall just the same.The damage works in two parts, "level" and "fire damage". Level damage is determined by the players level. At level 1 the firewall will deal 4 fire damage per proc. At level 100, it deals 48, and at 200 it deals 92. The "fire damage" is how this level-specific damage is modified. This works like any other regular skill, so if you have 400% fire damage, it will deal a base damage of 192 per proc at level 100. It is important to note that the level, type, and damage of the bomb skills used to create the firewall does not affect the damage of this skill. Only your level, and your fire damage % do.Firewall will proc once at the start of the turn, if there is an enemy (or ally!) standing on a firewall cell. It will proc up to 3 more times if the enemy chooses to walk through the fire like an idiot. You can also relocate the enemy twice within addition to these effects. This will total 6 procs of firewall per round.Firewall needs to have at least 3 active bombs in the field in order to "activate". This means if you have less than 3 control, you cannot set up a firewall yet.In order to set up a firewall, the 3+ bombs need to be "adjacent" to each other. This means they have to be in a line from at least one other bomb (either horizontal or vertical). Additionally, the bombs cannot be spaced more than 2 cells apart. So you can have bomb, empty cell, bombyou can have bomb, bomb, bomb and make a very tiny firewall. All 3 bombs do not need to be horizontal or vertical with each other to create the firewall though. You can make an 'L' shape configuration, as an example. This will extend as long as you have the capacity to create bombs, and your bombs do not blow up. Due to the close proximity, if even a single bomb blows up, it will set off the chain reaction and destroy the rest of your bombs in the firewall. WATCH THOSE CHARGES!The firewall is very effective. At level 160 the bomb does 74 fire damage per proc. If you have 1200% fire damage, you will be doing 962 damage per proc, up to 6 times in one turn. If multiple enemies choose to walk around on the coals, you'll find this damage racking up quite considerably. If you have life steal maxed in your stats, you will steal 10% of all damage received by the firewall. All of this damage is also supplemental to the actual "explosion event" if the bombs if you choose to let them detonate.A quick run down the list before we start;: Increases bomb damage by 40%, reduces damage allies take from bomb damage by 60%. You always take 50% damage from your own bombs. Gives you +2 control points. Gives you +1 AP whenever a bomb explodes.: Gives you 30% of your initiative as a damage bonus (caps at 140%).[/quote]No reason to not get this skill. Coupled with Rogue Master you'll get 40 intiiative from the get-go. However, you don't get much initiative early game, so do not make this one huge priority.[/quote]: +40 initiative, and up to 3 AP return per turn based on the AP consumption of air/crit-air skills.A quick run down of the list before we start;: 1 AP. 1-12 range, no line of sight required, range modifiable. "Remove a charge from a bomb, and add +20% damage to that bomb.": Free to cast (2 AP when used on enemies). 1-6 range (un-modifiable). Can only be cast in a straight line. "Picks up targeted bomb, throws it, pushes enemy back 1 cell (and costs 2 AP), or attracts an ally to you by 1 cell.": 2 AP, 1 WP (at lvl 7). 1-6 range (unmodifiable). "Summons a companion to either extend your shots (earth exclusive), or manipulate your bombs for you."With the new stat system, a lot of variables are "in flux". Let me provide some clarification as to how the various stats will be of use to you.So I haven't had enough time to figure everything out quite yet, but there are "obvious" stats that are good for Rogue.I have the following elemental skills mastered on my build; Burning Bomb, Megabomb, Blinding Bomb, Boomerang Dagger, Pulsar (the only WP skill aside from Boombot).For specialties, here is what I have, and the route I would recommend for beginners;Work in progress....