Close Confine
| Job | Rogue |
|---|---|
| Type | Active |
| Target | Enemy |
| Max level | 1 |
| SP cost | 20 |
| Range | 1 cell |
| After-cast delay | 1s |
| Duration | 10s |
Close Confine pins the Rogue and a single enemy together in melee, holding the target in place so it cannot escape. It is a commitment tool: the Rogue is locked in as well for as long as it lasts.
Overview
Close Confine grapples an adjacent enemy and roots both combatants on the spot. The target cannot move away, which is ideal for trapping a fleeing enemy or holding a caster still while the Rogue or its allies deal with it. The skill deals no damage of its own; its value is entirely in the lockdown it creates.
Mechanics
The Rogue seizes a target within 1 cell and binds it in place for 10 seconds. During this time neither the Rogue nor the target can walk away. It has a single skill level and costs 20 SP.
Notes
Because Close Confine also holds the Rogue still, it is best used when the Rogue wants the fight to happen right here and now, for example to keep a runner from escaping or to set up an ambush from allies. It combines well with the Rogue's melee strikes, since the target cannot reposition to break line of sight.