Rogue is my favorite primary class by far, so here's some thoughts I've been gathering on it since we're on the topic:
Rogue (overall):
- Combo Throw: Consider changing this from 2 -> 4 hits with a 4 -> 6s CD. 2 hits ends up being pretty useless for the cast time compared to just white hitting. To compensate on Rogue/Mage, reduce CD of skill to 3-4s.
Rogue/Scout:
Overall: Currently I feel like this class underperforms compared to other rogues when Energy Thief is on CD. I suggest one of two changes to address that:
- Energy Thief (Idea 1): Reduce CD from 2 minutes -> 60s. This brings the CD more in line with elite CDs from other classes.
- Energy Thief (Idea 2): Make this a 900s buff, but reduce energy gain from 20 -> 6-8. This would allow for quite a bit of playstyle diversity -- do you cap your attack speed with all buffs to maximize burn dps? Or do you spread out attack speed buffs to keep higher sustain? Similarly, how much do you choose to weave scout primaries like Shot and Joint Blow? This is my preferred choice, but the energy gain value must be tuned carefully.
- Combat Master: If Energy Thief is made into a non-CD buff, consider lowering crit damage bonus to 50-55%.
Rogue/Knight
- Poisonous Protection: This skill feels very underwhelming. Maybe it can be changed to something that allowed the class to use Shield of Discipline.
- Courageous Guard: 10s duration feels a bit too short for the 60s CD. I recommend increasing duration to 20s.
- Illegal Punishment: The damage modifier it mentions for Dex doesn't seem to be increasing the damage by much. Also, Punishment damage feels low compared to Holy Strike at 4 stacks -- I'd recommend making this skill increase the damage of Punishment as well.
Rogue/Mage
- Enlivened Blade: Remove damage reduction per mob hit. Almost all mage skills decimate rogue/mage's AOE ability due to no damage drop off per additional mobs hit. Some mobs in Tikal when grouped up took as little as 12k damage per proc, when equivalent mages did 500k+.
Rogue/Warden
- Wood Spirit's Grasp: I feel like the increased damage for Power of the Wood Spirit from this elite makes R/Wd too good at both single-target and aoe. I'd recommend removing the increased damage for Power of the Wood Spirit.
- "Chain Mastery": Remove or change this completely. Leather classes need more class identity, and giving one of the most powerful rogues to chain users as well makes that difficult.
Rogue/Priest
- Kick: Decrease MP cost from %-based to the same as Charged Chop.
- Holy Surge: Decrease MP cost from %-based to the same as Power of the Wood Spirit.
- Slowing Poison: Remove 'Poison Bottle' cost from skill, or require 'Poisonous' buff instead, or allow Poison Bottle to stack to 1000. Preferably just change it to require 'Poisonous' buff though.
- Demonstration of Evil: Add 20-30% water damage increase to this elite -- right now there's no reason to choose Rogue/Priest over Rogue/Warden.
Rogue/Druid
- Hysteric Vengeance: Increase (double?) the Patt bonus from this skill to make it more competitive with other rogue elites.
- Killin' Time: Increase the physical critical damage to 75-85% -- r/s already gets a (basically) passive 100% weapon damage boost from blood arrow and permanent uptime 65.5% crit damage from combat master.
- Slaughterer Blessing: 60s CD for a ~10% heal and 15s physical attack buff feels too long. Please consider reducing CD to 30s.
- Poison Shroud: Remove the 'Poison Bottle' requirement, or allow them to stack to 1000. Preferably remove the requirement though and just require a 'Poisoned' state.
Rogue/Champion
- Remodeled Assassin: This elite felt underwhelming when bringing Assassin's Rage to a 4min CD. I'd recommend adjusting the CD down to 3 minutes.
- Silent Rune Bomb: This skill really sucks to place with a 4s CD and its relatively low damage. Most of the time it feels like more damage just to spam electrocute unless there are more than 4-5 mobs. Consider making this a skill that has a 1s CD with a slight reduction to damage.
- Pulse Rune Bomb: With the above change, I think Pulse Rune Bomb CD should be reduced to between 4-6s and its damage reduced accordingly as well.
Best,
Ravinous
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i disagree with most of these ideas/suggestions, especially about buffing rogue/druid, rogue/champion and rogue/mage.
first of all, rogue is probably one of fewest classes that has this many options to play in game as a viable dps.
rogue/mage is probably one of the best rogue combos if it isn't best, it just matters of play style. i would place this class around r/wd in terms of burst and aoe sustain, stronger aoe burst than r/wd, and if you do the thing correctly it also has stronger single target burst. only disadvantage of this class is requiring dual tiered weapons, like rogue/warrior or warrior/rogue, or even rogue/warlock unless you need the physical attack from your statted offhand to compensate under.
rogue/champion is a support that is strong as much as a mage/warlock in my opinion, aren't you noticing supportivity of this class while still having huge amount of burst potential? it also has plenty of aoe stuns that can't be ignored.
rogue/druid is best aoe burst rogue so far, yes it is weak for single target sustain and not so impressive single target burst, but dealing 60kk damage per sec against 15 mob is insane and also sustain against +3 mobs is impressive as well.
i didn't play rogue/priest yet after last nerfs so can't do a comment about it.
how rogue/warden is being designed for chain classes when it is dealing more damage with leather gear?
rogue/scout is like rogue/mage without gusting blade rain + chaos dagger but with perma hell blades. weaker burst constant sustain but it isn't enjoyable in my opinion so i would like to see a rework on this class.
rogue/warlock, it was weaker than all other rogues that i tested this week, but it wasn't a disaster like everyone else complains, just reducing cooldown of buff back to 60 seconds should fix that class since it has higher single target burst than any other rogue combo as long as your physical attack is enough for the instance.
also i don't think anyone is considering tikal mobs as a class indicator since it is a 5 year old instance.
cheers