What We Wish Other Classes Knew About Burglars
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Original content created by community member: Mosby

Summary of tips from the beta forums, and other posts: Updated with mirkwood information

Contents

General

  1. Official Lorebook Entry for Burglars
  2. The correct spelling is burglar. And just for the record, the WoW class is spelled rogue.

Fellowship Maneuvers (Conjunctions)

  1. We take FMs more seriously than most other classes. That's because we know how powerful they can be if you do them right. Also, completing a named FM allows us to reset some of our skills that have long cool-down.
  2. We have several skills and one item that allow us to open FMs, but they all have long cool-downs (5 min or more).
  3. Burglars tend to know a lot about FMs, since they use them often. They also have the advantage of knowing the FMs is coming, so they are often better prepared. If your burglar tells you to pick a certain color, or assigns the participation order, it's usually good advice.
  4. FMs can't be opened on recently stunned mobs (you'll see a red shield icon). After opening on a mob, that mob is immune to FMs (for about 60 seconds) until the shield icon is off him.
  5. The Trip opener can only be used while stealthed.
  6. See this thread for more information about FMs.

Crowd Control

  1. Burglars can "Riddle" (a 30-second mez) any creature type. An improved version of Riddle starts with a 5-second stun (and then the 30-second mez). We also have an 8-second stun (Startling Twist) we can use (it has a 45 second cool down). Damage breaks mez, but not the stun.
  2. Riddle is ranged skill (20m, can be improved with a legacy) with a 1-minute cool-down. It can be used in combat, but we lose stealth if we use it.
  3. Startling Twist is a stun that requires a Trick-debuff on the mob, and it must be done from melee range. It can be used to pull a mob off a squishy target, but not if you are running away from us.
  4. Enrage will cause a mob to aggro randomly.  This can be useful for pulling a mob off a healer.  Enrage (traited) will cause most ranged mobs to switch to melee.  An Enraged mob usually attacks the burglar, and then switches off randomly to other targets.  A good burglar will Enrage the mob, and then either Twist to stun him, or bring him over to the tank.
  5. Riddle has a 1 minute cool-down, so 2 burglars can mostly chain-mez a mob (though not nearly as well as a single Lore-master). However, as of Book 12, a burglar in "Mischief" stance can riddle every 30 seconds. This allows a single burglar to chain-mez a single mob almost as well as a lore-master.
  6. Riddle is the fastest mez, so if you need a mob to be mezzed in a certain position (such as away from the group), it often works best to let us Riddle it first, and then pass it off to the lore-master to keep it perma-mezzed.
  7. Burglars who trait for it can gamble mez by using Provoke from stealth or Mischevious Glee.  Glee is on a 45 second cooldown and stealth can only be done once.  However, a Quiet Knife burglar can use feint attack every 15 seconds with a legendary item for feint attack to do a "stealthed" provoke gamble.  Gamble mez lasts up to 60 seconds.  The chance to apply a gamble varies wildly depending on the burglar's traits and legendary tools, and the duration varies from 15-60 seconds.
  8. Burglars have a 5 min cooldown called Confound.  Untraited, it will mez 2 mobs after a delay that is 5-15 seconds depending on a legendary item legacy.  Traited it can mez 4 mobs. 
  9. The total number of mobs mezzed going all out is about 7, thats Riddle, Counfound (4), HiPS then gamble mez, Ready and Able then HiPS then another gamble mez.  In practice, apart from Confound, more than 3 mobs is difficult for a burglar to manage.

Debuffs

  1. Burglars have several debuffs. Some are "tricks". Only one trick can be on a mob at a time (per burglar). Some tricks decrease the mob's speed or attack abilities, others increase damage done to the mob.
  2. Addle is a very nice ranged interrupt, that also increases a mob's induction time. Thanks to legendary items, Addle can be used as often as a Champion's Clobber and is the best interrupt in the game, since it can be done from a range of 20m. We typically use this (or Enrage) to pull mobs, since we have no other ranged attacks.

DPS and Aggro

  1. Burglars do more damage attacking from behind. This is enhanced a lot with legendary items and the Quiet Knife devastating crit buff. 
  2. Using the Aim (guaranteed crit) skill, burglars can do a single very powerful attack (most effective from stealth, and from behind).
  3. High-level Burglars have two very useful aggro-management skills:
    1. Provoke increases the target's aggro towards whoever it currently is attacking.
    2. Enrage scrambles the target's aggro, causing it to randomly engage targets on its aggro list. An improved version of Enrage will also force most ranged mobs to close to melee distance.
  4. Hide In Plain sight (HIPS) will clear any aggro the burglar has.
  5. Burglars can stack many bleeds on a mob, ranging from 20 to 60 dps for variations of Cunning Attack which can stack around 5 times on a mob.  Bleeds penetrate corruptions that decrease melee dps.  Stacking bleeds on top of normal dps gives burglars a very high single target dps setup for raid boss fights. 
  6. Feint attack makes the next attack as if it were from stealth, allowing Suprise Strike and Cunning Attack bleeds to gain dps bonuses, this can be done as often as every 15 seconds with legendary items.

Stealth

  1. A mob of the same level as the burglar has a pretty good chance of detecting us if we get close, especially in front of it. We can decrease this chance by using distance (where possible), a Distract skill (that allows us to turn a mob away from us), and various "stealth bonus" items. Most burglars can get at least +4 levels of stealth, and some as high as +8 with the right equipment.
  2. We cannot "use" items while stealthed. We can't loot chests, we can't pick up the torch without the guard mobs seeing us, etc.
  3. We have a Hide In Plain Sight (aka "HIPS") skill that allows us to instantly stealth, even in combat. This has a 10 minute cool-down, so it's mostly used for emergencies. A burglar in can HIPS, and then open an FM using his Trip skill (this will take us out of Mischief stance though, we won't be able to chain-mez after doing it).
  4. Book 12 added a skill called "Share the Fun", which allows us to stealth another player, as long as that player is (and stays) close to us (about 5 meters - usually /follow will keep you stealthed). However, the effective stealth level is 2 levels below your level. If you have any stealth bonus items (you did keep those Strange Flowers, right?) this is the time to use them.

Tanking

  1. Burglars can tank fairly well, but only for a little while. We parry/evade well, and can self heal-over-time. After a minute or so, most of our skills/tricks have been used, and we become fairly squishy.  Provoke can be used by the burglar to maintain threat; a FM can be used to reset Touch and Go (or super evade buff); allowing the mob to stun the burglar enables a large heal and a version of Touch and Go from Find Footing; Ready and Able resets Touch and Go.  All these combined can allow a burglar to tank a tough mob for a few minutes, or to off-tank a weak mob.
  2. Burglar taunt: see the comments on dps and Surprise Strike. Burglars can only pull a mob off other players by Enrage or raw dps.  They cannot maintain threat on a group for long and are, at best, single target tanks in most situations.
  3. If the party is in trouble, a good burglar can use a combination of skills (Enrage, Touch and Go, Hide in Plain Sight) to allow everyone a chance to run away.

Mosby's Tips

Crowd-control

  • Burglars can stun, and mez, and sometimes stun/mez. It's a bit confusing, but it's important to know the difference.
  • Burglars have a skill (Riddle) which will mez all mobs as of the RoI. It lasts 30 seconds if the target is not damaged. A good burglar will know which mob to Riddle; please don't attack that mob until the other aggro'd mobs are dead. This skill can be used once per minute, even while in combat. This is typically a good opening move if you are fighting a group of elite humanoid creatures.
  • Burglars can stun a mob in several different ways. We have a melee skill that will stun a target for a few seconds. Unlike with mez, a stunned target will remain stunned, no matter what you do to it. A good burglar can use this as a way to pull a mob off of a minstrel for example. This is a good chance for you to back off, and let the tank regain aggro. Burglars also dual-weild, and many of us use maces. So, we often stun the mob in combat, which is a great way to avoid taking damage. However, these are melee skills So, if you are low on morale, and you panic and run, it's quite likely that we won't be able to use these skills to save you. Hold your ground and you'll increase your chances of being rescued.
  • Just to confuse things, some burglars have an improved Riddle which will put a 5 second grace period on the target, and then mez it for 30 seconds. This is a great skill for pulling aggro off a squishy. It can be used at range, and it doesn't require any additional pre-requisites, and even it gives players a brief window to disengage, without awakening the mob. Still, many burglars don't have this grace/mez, so try to react quickly to avoid damaging a mez'd mob.

Stealth and Flanking

  • Burglars do more damage when we attack from stealth. We also do more damage when we attack from behind. We also have a skill that lets us guarantee a critical hit every couple minutes. So, when we are stealthed, and attacking from behind, we will generally do several hundred points of damage. If someone else (hopefully a tank) has aggro, we can be attacking from behind for more damage. If you get in trouble, don't worry, we can stun the mob to give you a chance to recover.
  • Burglars cannot "use" items while stealthed. We can't loot chests, we can't pick up the torch without the guard mobs seeing us, etc.
  • Burglars can distract mobs. We do this a lot just for sneaking by. But, it's also very useful for splitting a multi-mob patrol. A good burglar can distract the last mob, and let the other ones keep going until they are out of aggro range.

Fellowship Manouvers (FMs) - aka Conjunctions

  • Burglars can also open FMs. This is one of our most useful contributions to the group. FMs can do a big chunk of damage (RED), or lots of damage over time (YELLOW), or restore morale (GREEN), or restore power (BLUE).
  • Most people seem to just pick RED for conjunctions. That works, but it's usually the worst choice. If you really need to do damage, and don't have to worry about healing, YELLOW is probably a better choice. Quite often GREEN or BLUE is the best choice, especially if you are the one that needs the morale or power. Multi-color combinations are great too. The order of the colors does matter. Burglars tend to know more about conjunctions than most other classes, since they use them much more often. They also have the advantage of knowing the conjunction is coming, so they are often better prepared. If your burglar tells you to pick a certain color, it's usually good advice.
  • When someone stuns a mob, that mob has stun immunity for a short period of time afterward. Since FMs also stun a mob, the stun immunity prevents us from opening an FM. Stunning a mob in rapid succession (a common tactic of lore-masters, particularly when playing solo) or use of a mace by melee classes will prevent the burglar from opening an FM, which could have consequences for the fellowship as a whole. When a mob has stun immunity, there is an icon under the mob's stat bars that is a red circle. This indicates stun immunity. When this is present, the burglar can attempt an FM, but it will fail, using power and preventing the use of that FM skill until it cools down, which could be a while.
  • The following is a list of most of the FMs, what they do, and how to activate them. http://lotro-links.de/conjunctions_en.html
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