The Rogue -- A Highly Versatile Creature

Recently, there have been several different discussions about how 
a rogue can be played? Opinions varied between high ac and low 
ac; choices of weapons; to use magic as protective supports or as 
offensive weapons etc... All these stems from the fact that the 
rogue is easily the most versatile character class in Diablo 
Classic (IMO at least). Play her as a minimage, a warrior or an 
archer. It makes little difference as she can be just as 
effective and powerful no matter which style you play.

How should one play a rogue? To answer this, you might want to 
consider the following questions:
   (1) Would you prefer the "safer" high-ac approach, or 
the "more delicate" low-ac approach?
   (2) For your weapons, would you rather use the 
"traditional" weapon (ie. the bow), or maximise the use 
of your high dex by using sword(or club)/shield?
   (3) With regards to magic, would you prefer using magic as a 
means of defence and transportation, or as a primary means of 
attack as well?
   (4) Are you content to play the rogue as it is, or would you 
want to try out more challenging variants?

This guide serves to provide a little bit of insight about the 
various ways you can play a rogue. It is divided into the 
following sections:
(I) High AC vs Low AC
(II) Ranged Attack vs Melee
(III) Magic Usage
(IV) Stealth Play
(V) Equipment
(VI) Playing Styles
(VII) Rogue Variants
(VIII) Excellent Links

--------------------
High AC  vs  Low AC
--------------------
~ High AC
"Having a high ac means that enemies will miss you most of 
the time, allowing you to massacre them more easily as you will 
not have to go through hit recovery or blocking. Naturally, you 
will not get stunlocked as well..."
- Pros:
a) you will very seldom get hit by enemies and can thus survive 
more easily against mobs.
- Cons:
a) ac gives NO protection, IIRC, against any form of magical 
attack such as spit, bloodstars n fireballs,
b) lose the possibility of having a beneficial prefix on your 
armour (good suffix are hard to come by on 
awesome plates too),
c) IMO, it really is quite difficult to obtain a good high-ac 
armour with a good suffix.
- Typical examples:
a) Awesome/Saintly Fullplates of Sorcery/Stars/Precision etc...

~ Low AC
"Since high ac is much safer and allows for more careless 
play, why play low ac? Obviously, both have their 
advantages..."
- Pros:
a) have a beneficial prefix such as +resist on the armour, thus 
freeing up a jewelry slot for +mana,
b) good low-ac armour are easier to come by since any base item 
type will do,
c) most good combinations (such as obsidian/stars) are 
purchasable at griswold.
- Cons:
a) if not careful, will get torn apart vs melee creatures as they 
have autohit against you.
- Typical examples:
a) Naj's Plate/Sacvenger's carapace
b) Obsidian (or other +resist) shirt of 
Stars/Sorcery/Precision/Giants etc...

Essentially the difference lies in the ease at which the enemies 
can hit you. For high ac, you sacrifice one prefix slot for a 
greater comfort zone as the enemies will have much difficulties 
hitting you. For low ac, though the advantage of the added prefix 
can be great, the danger and thrill of low ac cannot be 
underestimated. All in all, it would depend on the way you play 
(whether you are careful or reckless).

For less experienced gamers, i would certainly recommend high ac 
as it allows for a greater degree of carelessness and improves 
your chances of survival in the dungeons.


--------------------
Ranged Attack  vs  Melee
--------------------
~ Bows
"The starting weapon of a rogue and the area where she is 
really VERY proficient in, no class can match the rogue in using 
the bow as a weapon..."
- Pros:
a) very fast rate of fire, the only weapon a rogue can stun an 
advocate with,
b) bows usually tends to deal more damage per unit time than 
melee weapons (except CC) for rogues,
c) very high to-hit considering the amount of dex the rogue 
possesses,
d) kills the enemies before the enemies reaches you, thus greater 
safety.
- Cons:
a) no shield, thus no blocking and the loss of a prefix and 
suffix,
b) durability goes down quite fast (small point since gold is 
abundant),
c) does less damage than certain melee weapons.
- Typical examples:
a) Savage bow of heavens: high damage bow with +all
b) Emerald bow of heavens: resist bow with +all
c) Jade/Massive bow of swiftness: fast bow with great potential

~ Melee
"With high dex, a rogue has high to-hit, perfect blocking and 
high ac. With decent magic, a rogue has rather high virtual 
hitpoints as well, making her a lean mean fighting machine..."
- Pros:
a) blocking, thus allowing less hits to go through, hence less 
damage taken,
b) additional slots for a good prefix/suffix,
c) tends to have a higher ac than when using bows,
d) certain setups provides a much faster rate of kill (think CC).
- Cons:
a) ranged attackers may be a problem until telekill is mastered,
b) much slower swing rate than bows, thus some monsters cannot be 
stunlocked,
c) damage is low in general.
- Typical examples:
a) Kings Sword of Haste: hasted weapons.
b) Kings Sword of Vamps: vampiric weapons.
c) Civerb's Cudgel: the fastest killing weapon (IMO) for rogues.
d) Dreamflange: ideal for mini-maging.

Difference here again lies in personal preference and styles. 
Both melee and bows have their advantages but luck with 
equipment/drops do affect how you play sometimes too. Eg, you'll 
never be able to play sword/shield well if you can't find a 
decent sword and a decent shield, likewise you can hardly be a 
good archer if all the bows you find are pathetic.

For less experienced gamers, i would recommend bows. Arrows are 
unlimited and bows should be enough for you to survive well 
enough to learn the game and develop your own style.


--------------------
Magic Usage
--------------------
Magic is a very powerful "thing" and can be an extremely 
useful allies if used well. Below are some of the most widely 
used (???) spells for a rogues:

~ Defence
a) Heal (mainly for non-manashield rogues)
b) Manashield
- the rogue has pretty decent magic and mana, so why not make use 
of it?
c) StoneCurse
- very helpful for keeping enemies at bay and reducing the number 
of enemies you have to face.

~ Offence (F-Fire, L-Lightning, M-Magic)
a) Fireball (F)
- the highest damage fire spell (and perhaps overall as well)
b) Guardian (F)
- useful for attracting the enemies bit by bit.
c) Chain Lightning (L)
- can be potentially VERY damaging (ie. kill a pack of balrogs in 
hell/hell with one cast?)
- for how to cast it well, check out this site: 
http://www.geocities.com/TimesSquare/Maze/4747/diablo/clmm01.html
d) Charged Bolts (L)
- for how to cast it well, check out this site:
http://www.revolution98.com/diablo/html/tips.htm
e) Bone Spirit (M)
- can be used to attract enemies from around corners, otherwise 
useless.
f) Flash (M)
- teleflash kills non-magic immune creatures very quickly.

~ Miscellaneous
a) Golem
- this supernatural being can be used both in offence and 
defence. Beware of bloodstars though.
b) Teleport
c) Town Portal

Depending on the individual, there may be other good scouting 
spells such as flame wave and elemental. Lightning is also a good 
substitute for chain lightning in certain situation and before 
you really mastered the intricate ways of chain lightning.

Magic is useful but it is up to the individual whether he/she 
wants to use magic as a primary weapon. Magic can usually do more 
damage per unit time than melee/bows but is often restricted in 
higher difficulty levels as the enemies get immune/resistant to 
magic.


--------------------
Stealth Play
--------------------
A very often neglected aspect of gameplay is stealth. The 
darkness is a very powerful weapon which can easily by used to 
your fullest advantage. Why would you want to go stealth in the 
first place?

One scenario where stealth comes in very useful is during item 
recovery. If you have just lost your equipment to monsters, it 
may be rather difficult at times to go in there and get your 
equipment back. After all, if the enemies are strong enough to 
kill you while you are wearing your best equipment, they must 
surely be capable of killing you without your best equipment. By 
going stealth, you can either activate one enemy at a time, thus 
making them easier prey; or you can use infravision or some 
lighted projectile (e.g. firebolt, bloodstar, lightning arrow 
etc) to locate the enemies and avoid them altogether. That way, 
item recovery becomes much easier, especially if telekinesis is 
used. A good item recovery guide can be found at Cat's page:  
http://www.catbwo.de/

Stealth can also be a playing style as well. Town portal or 
guardian spells can be used to light up the environment (just the 
dungeon, NOT the monsters) for an extended period of time so that 
you will know where to go. Elemental arrows (ie from bows of 
lightning/thunder/burning etc), and other magical projectiles 
such as bloodstar can be used to locate monsters. Firing arrows 
or projectiles into the darkness beyond your light radius (and 
even off the screen) enables the rogue to kill many enemies 
without even seeing them.

Some typical gear would include nightscape, gotterdamerung.



--------------------
Equipment
--------------------
~ Headgear:
In my opinion, there are really only three good headgears for 
rogues:
a) Royal Circlet (ac40, +10% light, +10 to all, +40 mana)
- No matter how you play your rogue, the royal circlet has only 
benefits and is a good helm in all cases.
b) Thinking Cap (ac 2-4, +20% resist all, +1 slvl, +30 mana)
- more for mini-mages, the thinking cap provides spell levels and 
some resistance.
c) Obsidian <heagear> of Sorcery (+31-40% resist all, 
+16-20 magic)
- again more for mini-mages, this headgear provides up to 20 
magic and frees up a jewelry slot for +mana.

Another possible helm is the Gotterdamerung (ac60, -40% 
light, +20 to all, NO resist)
- The major drawback here is the lack of resistance, which can 
really hurt. One way out is to leave it unidentified and use it 
for the 60 ac it provides (which IMO is not all that great for a 
rogue which already has lots of ac due to high dex.
Yet another possible but "not-so-all-round" helm is the 
Helm of Sprits (ac6-8, 5% lifesteal)
- Drawback here is the lack of ac and the lack of other benefits. 
The lifesteal effect can be rather useful when using the CC setup 
but not as good otherwise (as rogue's melee damage is rather 
pathetic).


~ Armour:
(1) High AC
Essentially, this means high-end awesome or saintly full plates 
(ac70-75) provided up to 187 ac. Good suffix can vary from giants 
(for wearing the plate), sorcery (providing magic for 
spell-casting) and stars (for good +all).

(2) Low AC
a) Non-unique armour will typically have a good +resist 
(obsidian, ruby, diamond, sapphire depending on needs and 
availability) as prefix, and precision, sorcery or stars as 
suffix.
b) Uniques would include naj's light plate and the scavenger's 
carapace. 
- The naj's is an good mini-mage equipment, providing magic, 
resistance, spell level.
- The sc gives -15 dfe as well as lightning resist, thus reducing 
chance of being stunned.


~ Jewels:
(1) Prefixes:
Basically, there are only two good types prefixes: +mana and 
+resist. My suggestion would be to try to reduce the number of 
+resist jewels to 2 or less, so that more +mana jewels can be 
used.
(2) Suffixes:
IMO, there are two types of good suffix types: +all and +mag. 
Magic allows greater efficiency and effectiveness of a rogue's 
spell capabilities while + all gives good damage, magic (and thus 
overall advantages).
(3) Notes: Essentially, the jewelry setups usually depends not on 
what you want but more on what you have. Good jewels are VERY 
hard to come by, so you likely have to make do with what you have 
at hand.


~ Bows:
a) Damage bows
Most highly prized is perhaps the Savage LWB of Heavens as 
merciless/ruthless cannot be generated together with heavens. The 
+all effect has good all-round effects and adds significant 
damage for a rogue. Bows along this lines are useful for low-mid 
level rogues but start to lose their shine as the rogue 
progresses in levels (thus gaining significantly large character 
damage).
b) Elemental bows
Though its category is a bit dubious as elemental bows are also 
high damage bows, they are really in a league of their own. 
Versus creatures not immune to the element, these bows can deal 
spectacular damage (due to a bug perhaps), MANY times over with 
one arrow compared to non-elemental bows. Examples are merciless 
lwb of thunder (for lightning) or burning (for fire).
c) Resistance bows
At higher levels, the damage bonus from a damage prefix has makes 
much less difference. On the other hand, a resist bow helps to 
provide resistance, freeing up a possible jewel slot for +mana. 
Good for mid-high level rogues whose character damage starts to 
weigh a lot more than weapon damage.
d) Swiftness bows
Though damage may be less at first, at higher levels, swiftness 
bows can do more damage than the typical "damage bows". 
It has the added advantage of being able to keep several monsters 
in stunlock at the same time (in particular knights and witches). 
This keeps you from being mobbed. Again, good for mid-high level 
rogues whose character damage starts to get significant.
e) The Gnat Sting (HELLFIRE only)
A highloy under-rated bow, the gnat sting gives the rogue the 
ability to fire three arrows with one click (thus doing 300+ 
damage possibly). This gives the advantage of keeping up to three 
enemies (usually witches and knights); or enables the rapid 
massacre of one single enemy. Good position and firing angles 
have to be practised before the benefits of this bow can be 
optimised. In general, if you want three arrows from this bow, 
you will have to fire slower, at around once per 0.50 seconds 
(compared to 0.35 seconds for normal bows). This means that 
certain enemies (ie advocates) will escape if you fire three 
arrows, so you would have to go for rapid fire (only one arrow) 
in certain cases. But still, the offer of triple damage is too 
great for me to resist.
Note: Unique bows and knockback bows are deliberately left out as 
they pale in comparison to the bows listed above and have very 
limited benefits.


~ Melee Weapons:
a) Hasted Weapons
Mainly to speed up attack rate and thus damage per unit time. 
Preferably with a prefix that adds damage (such as kings or 
merciless series).
b) Vampiric Weapons
Economical, especially a rogue that uses manashield. Preferably 
with a prefix that adds damage (such as kings or merciless 
series).
c) Civerb's Cudgel
The fastest weapon for killing enemies in hell. x3 TOTAL damage 
vs demons is no joke and cannot be underestimated.
d) Dreamflange
+30 magic, +50mana, +1 slvl, +50% resist magic. Need i say 
more? A typical mini-mage weapon.


~ Shields
a) Fast-block Shields
In particular, Stormshield and Holy Defender. Fast block really 
helps a lot in the ability of a rogue to melee multiple enemies 
at one time.
b) High AC Shields
Awesome, Holy shields are usually used and good suffixes may be 
+hitpoints or of ages. Actually there are few good suffixes to 
speak of but +hitpoints and of ages are probably the best there 
are IMO.
c) Resistance Shields
Obsidian/Emerald shields provide some resistance, freeing up some 
slots for jewels.


--------------------
Playing Styles
--------------------
Playing styles greatly depend on the individual and there is no 
fixed style or best style to play a rogue due to her versatility. 
Some sample styles and setups are (but not restricted to):

~ Archer possible setup: (in this case low ac)
Royal Circlet (RC)
Obsidian Shirt of Stars
Savage Bow of Heavens
Obs/Zod
Dragon/Zod x2

~ Archer Mini-mage possible setup: (in this case high ac)
Thinking Cap (TC)
Awesome Plate of Sorcery
Emerald Bow of Heavens
Dragon/Zod x3

~ Sword/Shield possible setup: (in this case high ac)
RC
Awesome Plate of Stars
KSOH
Stormshield (SS)
Obs/Zod x2
Dragon/Zod

~ Sword/Shield Mini-Mage possible setup: (in this case low ac)
TC
Obsidian Shirt of Sorcery
KSOV (or KSOH)
Obsidian Shield of Tiger
Dragon/Zod x3

~ CC/Shield possible setup: (in this case high ac)
RC
Awesome Plate of Precision
Civerbs Cudgel
SS
Obs/Zod x2
Dragon/Zod

~ Mini-Mage possible setup: (in this case low ac)
TC
Naj's Plate (or Scavenger's Carapace)
DF
Emerald Shield of Ages
Dragon/Zod x3

~ Mini-Mage possible setup 2: (in this case high ac)
TC
Awesome Plate
DF
SS
Obs/Zod x2
Dragon/Zod


As can be seen, there are so many different styles to play a 
rogue with vastly different equipment setups.
Which is the best setup? Which is the most effective for you? The 
only way to find out is to try them out yourself and see which 
suits you best... For all you know, none of these styles may suit 
you; or more than one style maybe comfortable for you and you 
might want to play a combined style (eg melee rogue with various 
weapons); or vary your style depending on monster mix (eg 
CAT-rogue)


--------------------
How I Play My Rogue
--------------------
Having played all sorts of styles and variants of rogues, i have 
now ended up with very few setups that have maintained my 
interest. One of them is my first rogue, the other being my first 
amazon (a triple class one):

~ Icewynd (AMZ): lvl 40+ (one setup)
Ruby Crown of Sorcery (60%)
Ruby Armour of the Tiger (60%)
Ruby Sword of Speed (60%)
Ruby Shield of Ages (56%)
Ruby Amulet of Zod (54%)
Ruby Ring (60%)
Ruby Ring of Wizardry (58%)
A purely obsessive setup with a total of 408% resist fire 
(out of a max of 420). Is it efficient? Nope. Is it an overkill 
on resist fire? Yes. Do i have difficulty playing this character? 
Yes. But was it fun? Yes (for me at least).

~ Myriam lvl 44
Thinking Cap
Ruby Shirt of Stars (??/11)
Emerald Bow of Heavens (50/15)
Dragon/Zod (56/16)
Drake/Zod (47/20)
Drake/Wiz (45/28)

Emerald Shield of Ages (50)
CC, KSOH and KSOV
Lack of a fastblock shield really hurts at times causing a total 
lack of efficiency sometimes but again, the most important thing 
of all is to have FUN!?! Isn't it?


--------------------
Rogue Variants
--------------------
Tired of playing the rogue as it is? or finding the killing of 
Diablo too easy even at hell difficulty? Bored of not being able 
to improve your setups anymore? If your answer is yes, you might 
want to try out some variants of play.

Woody's Asylum:  http://www.win.net/homefield/diablo/
- Home of the nude nation, this site offers many original 
variants such as Beyond Naked Rogues (BNR), Archers (ARC) and 
archetype characters. If you have any problems, you can also 
visit the forum there -- the Nude Beach, where many variant 
players gather.

Charis' Diablo Variants:  
http://sherman.mgh.harvard.edu/larry/diablo.htm
- Home of the Amazons. This site offers 1001 "second 
generation" variants. Anything you can possibly think of 
might be in there. The largest and most developed variant there 
is perhaps the Amazons (AMZ) together with various amazon dual- 
or even triple-class.
- Other variants by Charis includes the Nightshadow (NtS), 
Seraph, Bodybuilder (BB), Elemental Sorceress and many countless 
other excellent variants (most of which have been dotted before 
to show their feasibility. Variants by other players are also 
offerred, such as Sorceresses and Savages.

Living off the Land (LoL): http://www.angelsofhell.com/lol.html
- If you want a challenge and don't want to be bogged down by 
heavy rules, try living off the land, a style which you literally 
"lives off the land", using only equipment and stuff 
found in the dungeons etc.


--------------------
Excellent Links
--------------------
Some excellent sites providing an insight on playing rogues,
(1) Lochnar's Freshman Diablo (for newbies):
http://www.arewehavingfunyet.com/diablo/diablo.shtml

(2) Cathrin's/Claudio's Diablo Page:
http://www.catbwo.de/ 

(3) Shuri's Multiplayer Guide to Rogues:
http://home.stny.lrun.com/drhager/diablo.htm

For tips/guides on spellcasting,
(4) Moriah's Diablo Strategy - Chain Lightning:
http://www.geocities.com/TimesSquare/Maze/4747/diablo/clmm01.html

(5) DSG Strategy Tips Page - Charged Bolts:
http://www.revolution98.com/diablo/html/tips.htm

(6) Charis' Diablo Variants and Strategy - Teleflash:
http://sherman.mgh.harvard.edu/larry/diablo.htm

For interesting variants for rogues or other classes,
(7) Woody's Diablo Asylum:
(home of the Beyond Naked Way and many other playing variants)
http://www.win.net/homefield/diablo/

(8) Charis' Diablo Variants and Strategy:
(home of the Amazons and tons of other variants)
http://sherman.mgh.harvard.edu/larry/diablo.htm

(9) Bostic's Living off the Land (LoL) Rules:
http://www.angelsofhell.com/lol.html


Hope i have helped in any way. Comments/nits welcome.

Ice(BNR)
"Versatility is strength."