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7-19-2008 @ 6:32PM
Rogues seem like an afterthought tacked on to a series of well thought out, planned classes. Most useful builds today are pure combat swords, which basically makes the rogue a Fury warrior without armor. Rogues, as a class, really have no diversity or real usefulness in a group besides damage a bit of CC. Itemization for rogues has sucked... hard all through tBC. In general most gear will either increase your survivability or your damage, but not both. What the rogue needs a wide class overhaul on par with the pally reworking. I think rogues need to be segmented into 3 basic types: assassin, gladiator and highwayman. A Gladiator is your combat swords rogue. Gladiator talent types should enhance weapon skills, much like combat, but be focused highly on +hit, +dmg and increasing parry and disarms on the enemy. We have that now. In general the damage this type of rogue does would be pretty consistent with few misses. Gladiator armor would be heavy on stam, ap and +hit. A Gladiator is all about jumping up in mob's faces and slamming down dual sword damage. The dagger spec should move into the assassination tree and the mace spec into the other. Hemorrage should be moved into Combat (a long-term bleed effect isn't exactly... subtle).An assassin type should have skills that stack +crit, haste, and dodges. Lightning reflexes should be shifted into assassination. A talent like the Vengeance Darkmoon Card should be deep in the assassination tree; per hit your +crit stacks to some cap or until you get a crit. To balance this a debuff should be applied per stack to increase damage taken per stack of +crit increase. Assassination should also have combat debuff skills on top of poisons, things to decrease mob dmg (crippling strike), mob hit chance (eye gouge), mob dodge/parry chance (tendon slice). Assassination should basically be a glass cannon... you can do incredible opening and burst damage, but from then on need to rely on debuffs and dodges to stay alive with crits and haste to do damage. Assassination gear should stack +crit, haste, expertise and agility. Subtlety should be renamed Overpower and should be the domain of the mace rogue. This spec should be strongly centered on stuns, dazes, and disarms. Improved kidney strike should be moved into here; serrated blades over to combat and opportunity and dirty deeds to assassination. Highwayman should jump from the shadows, stun their prey and bash them into submission. Improved kick should be in overpower as well as a skill to reduce enemy weapon damage (sword smash), armor (metal mash), and attack speed (joint crush). Additionally Highwaymen should have a high rank talent that has a chance to add Daze effect to Sapped targets, so that on waking they have movement reduced by -n% for x seconds. Overpower-focused gear would stack +hit, expertise and agility. Additional passives should be in place for each spec. Maces/Fist weapons should do 25% poison damage/effect, Swords 50% and Daggers 100%. When assassination rogues proc their debuffs on a mob, it should gain a party-wide debuff that decreases it's resilience by n, for a combat rogue it should be a straight increase to damage taken and for mace/fist rogues it should be a decrease to dodge/resist%. Additionally daggers should get additional +crit based on agility, swords additional +dmg, maces and fists +hit. Assassination debuffs should be linked/scaled by crit rating and attack power, Combat by resilience and attack power (ilke a current addition) and Overpower by agility and attack power. Combat rogues will still be your Fury warriors in leather, but now other specs would have some character and some actual usefulness in groups with assassins' straight stat deuffs and highwaymen with their gear-based debuffs. This should make life easier on the tank and healers since mobs will do less damage, be stunned, be slower or be easier to damage. This gives the different trees some actual flavor. Assassins are not in it for the long haul. They'll be the captains of 1-shots and poisons/stat debuffs. After their opening attack/combo, they'll become a flurry of hasted daggers, looking for crits to bring down the enemy before the enemy can bring them down. Combat will be your middle of the road option with decent damage from swords, decent damage from poisons, decent avoidance/survivability. Highwaymen will be the captains of stunlock. Slowed mob speed and reduced mob damage will give them time to swing those heavy maces and fist weapons to devastating effect. Right now to me Rogue is one of the most boring, 1-dimensional classes, whereas in almost every other RPG rogues are very interesting characters with multiple skill selections and possibilities. I think Blizz tried way too hard to make Warriors and Priests more interesting (which are your usual 'blah' characters), and threw Rogues under the bus. Right now Rogue can only win if they get the drop on you... which isn't too out of character, however this creates nasty balance issues. Each tree above has it's own way to improve survivability and come back from an 'off' opener. It also separates and streamlines each build a bit. You shouldn't ever see a mace rogue swinging their weapons very fast. They may have Slice n Dice, but Improved SnD is much more an assassination talent. You also won't see a whole ton of white damage from a dagger rogue. Sure, they'll throw crits a lot and their poisons will be deadly, but they'll hit for much less normal damage and miss pretty often.
7-19-2008 @ 6:49PM
Really good post.*Hopes Blizzard is listening*Au
7-20-2008 @ 7:10PM
If you're saying that what we have now is rogues trying to stack basically only hit rating, you're not very far progressed. Wanna know why? You're never gonna hit the cap, but you'll be doing the same DPS.
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