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Edit: I know that there have been major scout changes/fixes with shot among other skills with the implementation of Ch. 4 so for now this guide needs some major re-hauling. I have been afk for awhile, but I hope to get back to playing routinely again soon and thereby getting the knowledge I need to revise this properly. I have a feeling that this might take awhile, so to whomever reads this I apologize for the inconvenience and thank you for your understanding and patience. 

The Marauder is not your average scout, with the ability to use 1H axes, an extra energy pool that regenerates with damage delt and recieved, we attack from afar and finish off our enemies when they are about to reach us. The blood of the warrior runs in our veins and the calm of the scout makes us ruthless slaughtering machines. With no need for any intelligence or wisdom, some call us savage, but our power cannot be disputed, even by the learned scholars of the land. 

You will enjoy this class if you:

  1. loathe magic and mana, and all who use it, with a fiery passion
  2. want to be able to fight at range primarily and in melee combat as a last resort
  3. enjoy doing solo quests but enjoy the company of others as well
  4. have played a scout before and always run out of focus before your enemy is dead
  5. only want to focus on one set of stats (physical oriented) to keep things simple (no magic, mana, heals… )
  6. hate getting ganked by rogues when you cannot see them (we can have Detection up indefinitely)
  7. enjoy showing people that the scout is not gimped, just misunderstood

*Note that the advice in this guide (so far) is more oriented towards players who use BOTH sides of their class, so some skills that would not be maxed for only using the S/W will be maxed for helping the reverse side of the W/S. Here’s the link so you can build the other side of your combo: http://forum.us.runesofmagic.com/showthread.php?t=9907

Major Aspects of the Build:

  • Your Main Weapon: you have a choice here to use either a dagger, 1H sword, or 1H axe. Personally, I use a sword since they are the middle ground between daggers and axes dps wise, and daggers are faster, but the offer no benefits besides dps, so stay away from them in general whereas, the sword allows us to make use of slash’s bleed effect.
  • XBow (crossbow) or Bow: a bow would offer you a faster rate of fire, but a xbow gives you better, but slower, damage. This really boils down to which has the better dps, since most of our skills are based on ranged dps. To calculate dps, just divide the physical damage by the attack speed. There are many posts/threads about bows or xbows being better, but since they are very close (probably) I suggest using a xbow since it will not use as much ammunition over time saving you cash for other things, like buying elite skills.
  • Armor: generally, any piece of leather armor that is close to your leve will suffice until endgame. If you have to choose between two different pieces, always go for the piece with these stats, in order from highest priority to lowest: Physical Attack, Dexterity, Strength, and Stamina. Any other stats such as Wisdom or Intelligence are unneeded since the S/W uses no magic at all.
  • Stats: Always go for stats in this order: Physical Attack > Dexterity > Strength > Stamina > Defense > HP > any other stat. If you can get your hands on any Barbarians or Fang stats then these will take precedence over the usual order. Any magic related stat is worthless.

If you are unfamilar with the term kiting, you will need to learn at least the general idea since it is a very important aspect of the class. In a nut shell, kiting is all about not letting the enemy near you, so they cannot attack you. Most of the enemies in the game are not able to attack from range, so if they cannot reach you they cannot harm you. Never run backwards while kiting, always run to the side or straight forward (not towards the enemy though) and use any attack that has range and an instant cast. 

The guide will be formated in three stages: Early (1-29), mid (30-45), and end game (46-55). In each section the skils that are unlocked will be listed in more detail than in later stages of the game, where they might have a lesser impact on the skill rotation (like Vampire Arrows, great in early game, not so great in mid, and then almost worthless in endgame).

Early Game (levels 1-29):

Scout General Skills: (parentheses indicates what level the skill is unlocked)

  1. Shot – (level 1) MAX, simple extra damage that always comes in handy, range 220
  2. Vampire Arrows – (level 4) MAX, effective damage over time (DoT) that does exceptional damage, range 200
  3. Joint Blow – (level 8) DO NOTUPGRADE, this skill’s main use is for the slow effect, which does not scale when the skill is upgraded. It is useful but does not require and talent points (TP). range 50 (50 = melee)
  4. Blood Arrow – (level 12) be very careful when you use this. Most scouts stay away from this entirely because it sacrifices your own health to achieve greater damage, for the lower level players, only use this unupgraded, and only upgrade it when you feel you can control it, or it will kill you. range self
  5. Throat Attack – (level 16) DO NOT UPGRADE melee attack used to silence the target, really shines after we get the elite that improves it, even then do not upgrade it as it will only improve the damage, which is not why we use it. range 50 (later becomes 150 with the elite skill, more on that later)
  6. Wrist Attack – (level 20) This cannot be upgraded but it is still worth having on your skill bar for when you need to get some rage and have no pots. It weakens the target’s attack by 30% and can be used to keep you alive if you are in trouble, but joint blow should be used first so you can get out of there easily.
  7. Swiftness – (level 24) all this does is increase your dexterity by one point per upgrade permanently. Great for dumping excess tp into, but you will want to save your tp until you have all of your major skills where you want/need them. This skill is now no longer as useful as Battle Instinct, ever since Battle Instinct got a major buff. Just remember though, gear can also give you stats, but only tp can increase you damaging skills… SPEND IT WISELY!
  8. Speed Shooting Mastery – (level 28) Another passive buff, but this one increases your rate of fire. However, it is much better than swiftness; don’t upgrade it until you have what you need where it needs to be. Having this maxed and your shot unupgraded will hardly help you at all, max if you can.

Scout Class Specific Skills:

  1. Arrow of Essence (level 1) – this is our 5 minute cooldown temporary buff, to be used sparingly. If you find yourself in a tight situation where it all comes down to the last few seconds use this and you will have a much better chance of winning.
  2. Auto Shot – (level 1) this is the exact same skill as shot, but it will automatically attack whenever the cooldown is over. This does not reset shot’s cooldown so you can have twice as many arrows flying, and it scales with shot’s upgrades.
  3. Wind Arrows – (level 2) This is by far the one of the best skills we have. Not only does it cost only 15 focus, it scales nicely as well. If you do not max it I suggest you get your head checked. 
  4. Ranged Weapon Mastery – (level 6) great skill to dump you leftover tp in when you have extra in the early levels. It increases accuracy and damage, at least keep it close to your main level, if not max.
  5. Frost Arrow – (level 10) this is a temporary buff that gives Frost Arrows a chance to slow the target. This is the only way to slow the target at range in the earlier levels and it has a long duration so you can cast it long before a battle.
  6. Mana Drain Shot – (level 12) If you are on a PvP server and are tired of all of the mages around this skill is useful, but in soloing and questing it has very few uses, so put tp into it based on your needs. Note that it only works on mana, not any other form of energy.
  7. Lasso – (level 14) 1 sec cast and roots the target for 10 sec. However, if the target take damage in ANY way, the lasso is removed. Lasso + Vampire Arrows = waste. This helps more at the later levels when we do not cast Vampire Arrows as much. Upgrading is not needed, but it still deserves a place on your skill bar.
  8. Piercing Arrow – (level 18) Be careful with this, as it can screw up when not used properly. It goes in a straight line, so any enemies behind it will take damage as well as the one you were aiming at. Upgrade as much as you want as it can be useful for extra damage, but be aware that it comes with a risk. This really shines at later levels, but for now you can choose whether you want to use it or not. I’d say you should keep it above half of your current level at least in preparation for the later parts of the game.
  9. Eagle Eyes – (level 20) – passively increases your chance to inflict a critical hit, better at later levels than earlier on, so for now you do not have to max it, but for the best dps you can get at endgame, this should be maxed.
  10. Cripple Joint – (level 20) passive buff to Joint Blow that gives it a 55% chance to root the target for 4 secs. This cannot be upgraded.
  11. Snipe – (level 22) This is not one of our staple moves even though it does a ton of damage, mostly because of the 4 sec cast, but this is by far the best skill for pulling a mob when you have all of the time in the world. Keep it close to max, but more important skills should take prescedence over it.
  12. Detection – (level 26) The only time you will use this is probably if you are on a PvP server and hate getting ganked by rogues or duel them constantly. Other than that, just forget about it. (cannot be upgraded).

Warrior General Skills:

  1. Slash – (level 1) If you play on your W/S side then this skill will always be maxed since it is easy to spam on that side. On the other hand, if you only play S/W and level up the Warrior half through turning in quests, then this skill won’t be very useful for you.
  2. Enrage – (level) Definitely the most useful secondary skill we have. It gives us 20 rage on a set cd of 40 secs, great for getting our rage based buffs.
  3. Whirlwind – (level 10) Some may disagree with me, but IMO as a scout this skill is worthless. It costs 50 points of our precious rage and it is based off of our main hand weapon, not to mention it is an AoE, and as scouts we shine in single target dps, not AoEing mobs.
  4. Berserk – (level 12) Second best secondary skill, as this increases our physical attack by 3% (+.6 upgrade per level). The only side effect is that it decreases our defense by the same amount, but as we are a ranged class this does not matter.
  5. Defensive Formation – (level 16) This is our: "O @#&*!" button. Whenever you find out that you are in trouble just pop this and RUN. In parties this also helps as it can be dispelled whenever the healer or tank is ready.
  6. Brute Strength – (level 20) Passive buff that with each level gives us +1 strength. If you have the TP, by all means dump away as this skill is great for it.

Early Game Elite Skills (15, 20, and 25):
Even though these skills are not very useful you still need to get them before you can get your better elites after level 30. If you really don’t feel like getting them right away or want to focus on your W/S elites (they are more useful and accessible at an earlier level), by all means skip these. Just remember you have to have them before you can get the better ones.

Battle Instinct – (level 15/15) increases your dexterity for 3 minutes by 5, with 1 point per upgrade. I tried this when I first got it and it is really a disappointment. It does help, but the difference is so small that you can live without it. It does help with getting ready for Mental Focus though, since both require the same amount of rage to activate. The best thing to do with this skill is to figure out how you will manage to get 30 rage for Mental Focus and how to adjust your playstyle accordingly. Berserk also works well for this, but the drop in defense is not a great idea when the mob is right next to you.

Master of Survival – (level 20/20) Passively increases your hp by 50, and scales by 10 per level. If you need this buff then you might want to consider playing a different class, since marauders should always be in control of where the enemy is and if they want to gain rage or not.

Enhanced Throat Attack – (level 25/25) Increases your throat attacks range by 100 and increases the duration of silence inflicted on the target. Great for instances against mobs that have a magical attack, but you still do not need to upgrade Throat Attack to get this improvement. 

Mid-Game (levels 30-45)

Changes from early Game:

The reason for dividing up this guide into 3 sections is to emphasize the importance of new skills we acquire through the game. Most of the skills are not life changing, but a select few are. These special, earth shattering skills are so important that once you begin using them you must change your skill set to compensate for them and how older skills change along with them. Level 30 is a major stepping stone for Marauders, for a few reasons. 

The first major difference is the lack of usefulness of Vampire Arrows at this point in time. Before, in your early teens, VA was an amazing skill, but based on the way it scales, its utility has reached its peak and now it is time to move on. Think of it this way: you have just turned 16 years old and now you are moving up from a worn-out bicycle to a new car. 

Continuing with the car analogy, Combo Shot is like a car, hence it is expensive to maintain. What makes it so different? Well, for starters, it uses 3 pieces of ammo all at once. Coupled with how many arrows you are using normally with Shot and Auto Shot as well, that is quite a few arrows. Sure your dps goes up ridiculously high, but now you must watch the amount of arrows you use as well. Always have a spare FULL quiver of arrows just in case you run out in the field. One of the worst things that can happen to us is running out of arrows in the middle of an instance. It’s like running out of gas in the middle of the desert; remember, always keep a spare gallon or two of gas in your trunk.

And now for the other life changing skill…. *drum roll*

MENTAL FOCUS!!!!!

Now you may be asking yourself why this skill is such a big deal, so I will tell you why. We are the only scouts in the game who have a skill to improve the amount of focus we get, other than class specific. This means that we will always have more focus than any other scout in the game. While they are trying to conserve their focus, using only a little at a time, we can let loose knowing that we can easily get that focus back within 5 seconds. The way Mental Focus works is every five seconds you will receive 5 points of focus +.5 for every level you upgrade the skill, so at level 30 (when you can actually get the skill) you can max it, making the focus increase from 5 points to 20 points every 5 seconds for 120 seconds. Your grand total: 480 points of focus for the duration of the skill. Imagine what you can do with that much focus. 

Scout General Skills:

N/A (I will not go over the skills already covered in the early game, but later on in this section I will show you the differences and how they have changed).

Scout Specific Skills:

Combo Shot (level 30) – MAX, easy to use, 1 second cast, only downside is the amount of ammo it uses. A great skill for any scout, this will only get better once you get your level 45 elite skill, more on that later.

Neck Strike (level 34) – (cannot be upgraded) simply stuns the target for 6 seconds with a price tag of 30 focus and 30 second cool-down. Major downside though is its range, a measly 50, so use it when you have to. Also remember that it will cancel if it takes damage before the effect is done. You might as well have it on your action bar for the one moment you will need it, but hopefully you will never need it.

Reflected Shot (level 36) – avoid this like the black plague. As S/Ws we will never have the need to pull 3 mobs at a time. Feel free to try it out, but do not put any tp into it until you have tried it first. A good rule of thumb is to always attempt to try before you buy. Uses 1 ammo, 3 second cast, 10 second cool-down, and each time it bounces it will lower the damage previously inflicted by half each time. 

Concentration (level 38) – this skill increases focus regeneration speed by 100%, meaning that you will double the speed you regain focus at. FANTASTIC. This will double the speed of not only regular focus regeneration, but (hope this hasn’t/doesn’t get nerfed) the speed of Mental focus as well. I will need to test this myself, but based on the description, the regeneration speed increases, not the speed of the duration of the skill…. so if this is the case, it means that our 480 points of focus just got increased to 600 (not including the regular focus regeneration or the amount of tp you would now have in the skill) And yes you can upgrade this so you can increase the duration of this skill. Base is 30 seconds and increases by 1.5 seconds per level. If you have somehow found a way to need even more focus in a shorter amount of time, then you may consider upgrading this skill. You will always use it though since it has no cost and it is an instant cast. Just remember it has a cool-down of 360 seconds (6 minutes).

Target Area (level 40) – After having so much focus and not knowing what to do with it here is your answer. The way the skill works is that every second 3 points of focus are used to increase your accuracy and chance for critical hits by 1% + .2% per upgrade for accuracy and 5% + 1% per upgrade for critical hits. Now do not worry this will drain you of focus like a normal scout. Even at level 30, Mental Focus+30 gives you 4 focus points per second, not to mention that by this point you can have 25 focus points every 5 seconds. Add in Concentration and you will be fine. Just remember that this skill has no time limit and will keep going until your focus reaches zero. It does not say in the description, but I am pretty sure it can be canceled just like Blood Arrows. On the bright side upgrading it will never increase the amount of focus consumed, so increase it to your heart’s content, just remember not to ignore basic skills like Wind Arrows and Combo Shot first. This is a wonderful skill, but it is meant to be used in conjunction with others. However, in theory you might be able to keep this skill up indefinitely, provided you have Mental Focus up at all times, you use Concentration occasionally, the stars align, etc. 

Serenity (level 42) – this is the last scout specific skill, but it is one of the more interesting ones. Serenity has an 8 minute cool-down, but its effect is what makes it so interesting. Any and all non-class specific skill cool-downs are reset instantly and with no cost of focus. So this means that the pesky hour long cool-down on recall can be whisked away if you teleported to the wrong zone. However this also means that any general skills you have can be used again instantly. So any warrior move can be used again, which means…
YOU CAN USE ENRAGE TWICE IN A ROW!!!!!!! That means an instant 40 rage for any of your rage based buffs, like Battle Instinct, Mental Focus, Berserk, and Defensive Formation without actually engaging in combat. So any time you need a specific rage based buff, Serenity is the answer. And again, with this skill you can use Berserk twice in a row along with Defensive Formation to keep up the fire or to lay low even longer during a very harsh dash in a elite infested zone, weathering a boss’s final outburst, or finishing off the last of his health before he heals himself. Remember, when you cannot not get rage normally, Serenity is the answer. Has been removed. Sorry.

Elite Skills:

From this point and onward, all of our Elite Skills ROCK. Only Target Area is remotely questionable, but it is cheap and is certainly never hurts. If you have not gotten all of your early game elite skills you need them before you can get these bad boys. They are worth the wait and then some. 

Mental Focus (level 30/30) – MAAAAAAAAAAAAAAX Probably one of the best elite skills in the game, it defines us as a class from here on out. Gaining focus in addition to the normal amount allows to excel beyond what other scouts can do routinely. And the best part is, all you need is 30 rage for 2 minutes of all the focus you can stomach. There is no cool-down or cast time, so feel free to refresh as often as you can. If it stacked it would be far beyond OP. 

Target Lock (level 35/35) – any and all physical damage received by the target will be increased by 10%. This sounds a little dull, but in parties it really shines. If you are taking down a boss just apply this to him from afar (it has a range of 180). and for 30 seconds everyone inflicting physical damage on him will just a little bit more. Over the course of the duration you will see the difference, and with a mediocre cool-down of 1 minute you should be able to use it many times in an instance. The best part though, is that it requires no tp to be useful and for only a cost of 30 focus and no cast time, it is easy to use in almost any situation. 

Gale (level 40/40) – This is why Combo Shot is such a bid deal for us. Going back to the car analogy, this is when you trade up for a brand new sports car. Every time you cast Combo Shot its damage is greatly increased from before and now it cannot be interrupted by any attacks you receive. What’s even better is that it is passive and will never need tp. 

Accurate Targeting (45/45) – When you use shot you have a chance to increase physical attack power for 8 seconds, and it can only be triggered every 20 seconds. Given how often you are using shot, this passive buff will activate plenty of times, and even though 8 seconds seems like a small amount of time, you would be surprised how much more damage you can do. Do not count on this activating every single 20 seconds of combat, but look forward to it like a little happy surprise from the buff fairy. 

Gear:
This is not a major influence in the marauder at first since you will constantly be upgrading to better armor/weapons as you finish quests. Leather will always be the best choice for us, at least in the early game. If you have the option to choose between the same level pieces of armor always go for the one that has better stats on it (see above). I could make a whole guide just on gear and weapons, but in a nut shell if you can complete any leather set it will greatly help you, and set pieces should always be valued a little more than pieces that are not a part of the set. However, do not ignore your gear as all of your damage comes from it, (it’s called weapon dps for a reason). The better your gear is the better you will do. Right before mid-game (or into early mid-game), you can run the Forsaken Abbey instance. I am not saying that you should spend all of your time in there trying to get every piece of equipment, but any piece you do find will greatly help you. (For the purpose of seeing how much of a difference blue gear can make, I actually took the time to get as many pieces as I could before leveling up. At the time I was getting my mats for the 25/25 elites, so I thought I might as well get them. It took awhile, but I finally got all of the pieces of equipment I needed/wanted. Compared to the time invested/actual usefulness, you reap what you sow. For the amount of time you spend to get these kinds of pieces, you expect them to be worth it, and they are, but they will not exceed your expectations (or at least mine ). If you don’t like being in a party, then just buy your mats from the AH (I know that don’t cost that much, at least not on my server), but you will save yourself some gold if you decide to run the instance.

Your role in the party:

Remember, YOU ARE A SCOUT. I need to emphasize this. As a scout you will ALWAYS be expected to bring decent ranged dps, and some CC as well to help the tank. This is where we, as marauders, excel. If you have a decent tank and healer, you can really let loose on the elites in the instance. Be sure to talk with your party mates; I suggest finding a way to be able to talk to your party members without typing. If you need rage, just tell everyone before you aggro the mob, ESPECIALLY if you use piercing arrow, since it can get you 5x as many mobs as you wanted. You will have all of the ingame rage you need and then some gamer rage besides.  As soon as you have enough, just give the word and let the tank aggro it away. If there is a M/x in your party then let him 1 shot all of the trash mobs and loot as you go. When he sees that this will not work on the bosses, get ready to set up and get to work. The only differences between an instance skill rotation and a soloing/leveling one is that kiting is taken out of the equation. There is one really hard mob and 6 of you in the party. This means that you can use skills with long cast times, like snipe, as soon as they cooldown. Also, Blood Arrows can be used more liberally as you have a priest who can slap a regen on you and then focus back on the tank. If the ticks do not cancel each other out you can always use a health pot to make up for the deficit and continue your barrage. Before level 30/30, you do not have our patented focus regenerating buff, so you will have to make do with normal scout skills. Just slap Berserk and Blood Arrows together and you will see the damage increase exponetially, just make sure there aren’t any trash mobs around to kill you when you target the boss. Whenever you run out of focus just cast snipe, and when snipe is cooling off you will have enough focus to continue the assult. If you are confident that you are safe and feel like you can help your party out more, you "could" use wrist attack on the boss to help out the tank a little. If it freaks out the healer don’t do it unless it is necessary, but 30% of a boss’s damage is nothing to sneer at. You have to be either reckless or suicidal, but it can pay off… for 5 seconds, like I said, best in emergencies. It is a little bit of an adjustment from soloing, but once you get the hang of it you may enjoy it much more. 

———————————————————–

Ok, since there has been so much controversy on this subject I will address it right now: Rage Generation.
The marauder is a fine scout without rage, but rage really gives us our edge, making us better than the average scout. Generating rage is not easy as a scout since ranged attacks do not give rage (with the exception of the 50 elite, but I have not gotten to that yet). Now to generate rage we have 2 choices: rage pots or melee attacking the target. If you feel as though attacking the target up close is idiotic you will have to find a different class or use rage pots forever. To do this safely you have to be cautious and choose your fights well. If you are going through a low level zone, and are close to your destination, you can do the safest startegy and simple use your sword (or axe since they get the bleed effect from slash as well) and simply beat up a low level mob. You do not need to use any skills if it is low enough, and since rage generates per attack (not based on damage) you will easily have enough rage for whatever needs to get done. If you are a little short on rage use Enrage and with the extra 20 rage you should have more than enough to cast your buffs, like Battle Instinct (free dexterity) and Mental Focus. Berserk only lasts for 30 secs, so casting it would be pointless and you will have to wait for when you really need it (i.e. boss fights). 

If you are already at your destination (I will assume you are alone) pick out one of the lower mobs and weaken it to <30% of its health. If you have been good at keeping it away (aka kiting) for the majority of the fight you should have full (or close enough) hp. Go into melee range and use first wrist attack to lower its attack and simply spam your melee attack. If the mob is not already dead, you are in trouble, or you have enough rage and want to back out, you can spam slash to finish it or use joint blow to slow it and run sideways or away from the target (backwards is actually slower so never run backwards EVER, also note that when running away from a mob they have a chance to slow you down, which for any scout can mean the difference between life and death). 

In instances and with bosses/elites let your tank do what he was born to do and just white attack when he says he has enough aggro on the mob. Have the other dps class stay on stand by until you have enough rage and then both of you can let loose. If you do not use any powerful skills (like combo shot) there will be no chance of you aggroing the mob, just be sure to back off whenever a boss or elite is about to use an AoE, since you will be very close to them. One AoE won’t kill you, and it may even give you some rage, but always be aware of your limits so you don’t die from one and look like a fool. 

^Hopefully that will clear things up. 

(all info regarding skills and stats comes from the RoM Wiki: http://www.theromwiki.com/Main_Page)
(it is small for now, still a work in progress and will update it further when I have time, thanks in advance for your patience. Once complete it will have a lot to offer from leveling advice to specific startegies and where to place your tp, ect.)

Patch Notes that concern us:

As of the new chapter 3 patch we got some interesting changes:
Scout + Warrior
Battle Instinct
Effect duration has been set to 900 seconds (from 180 seconds).
Before: Lv. 1: Dexterity +5 points / Lv. 55: temporarily increases your dexterity 60 points.
After: Lv. 1: Dexterity +(1%+20) points / Lv. 55: +(6%+174) points.
Master of Survival
Before: Lv. 1: maximum HP +50 points / Lv. 55: +600 points.
After: Lv. 1: maximum HP +(1%+50) points / Lv. 55: +(6%+600) points.
Mental Focus
Maximum level reduced from 55 to 50. The maximum efficiency is now reached on Lv. 50.
Accurate Targeting
ATK increases instantly. Duration has been set to 15 seconds (from 8 seconds). Casting time has been increased to 25 seconds (from 20 seconds).The effect only triggers once per target.

^ I’ll update the guide to compensate for this after I get used to the changes. At a glance, it seems Battle Instinct might actually be useful. If upgraded to level 20, it gives +76 dex and +2.8% to dex overall, very nice at lower levels, can’t wait to see how it will affect mid and end game.

Just found this up and coming guide for W/S, so you guys can see what the other side of the combo is like. This one is up to date, unlike the stickied one. http://forum.us.runesofmagic.com/showthread.php?t=41702

Note: suspended work on the guide indefinitely until scouts actually require advice/thought to play as at later levels. Currently, this is ridiculous (Warnorken Arena anyone?), so once scouts are even (ish) (remember this guide was started when scouts were considered worthless) with the other classes I will hopefully be able to get back to helping others.


Credits go to DarknessReaper.


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