Rogue Dungeons

Dungeons for Rogue

Dungeon notes for this class: pull jobs, positioning, and room-specific failure states.

Rogue dungeons (2)

Dungeons

Hardcore Dungeon Discipline: Stop Before the Wipe

Set the pull location, reset call, and leave condition before the first room becomes a larger pull.

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Sap, stuns, and Vanish keep the group’s first problem from multiplying. Use control on the dangerous target early, before it adds pressure to the pull.

Dungeons

Deadmines: Stairs, Runners, and the Ship

A low-level Alliance dungeon with runners, corners, stair pulls, and a ship that needs a reset before boarding.

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Sap, interrupts, and stuns stop the target that turns one pull into a larger one. Use control before runners move and before ship packs overlap.