A R1 Rogue's View on the State of Rogues
The glyph system is a complete laugh. Other classes were granted damage and utility glyphs where a few active choices must be made while rogues were left with 1 spec specific dps glyph and the remainder are things that should have been baseline. The aesthetic glyph is bad as well. Am I the only one that thinks there should be a minor that let's your shadow walk or sprint leave a trail of shadows behind you.
Poisons- the new system has its pros and cons but I really hate it now. It doesn't reward skillful play of weapon swapping which would allow you to change poisons on the fly should the situation arise. It rewards lazy people that didn't want to carry poisons with them(myself included) but should a pve or pvp situation arise that your poison becomes useless now you lose control and damage. I find it amazing that the old system of two dps poisons for pve and wound crip for pvp resulted in better gains then the current system does for either now. Enhancement shaman and frost dks still duel dps enhance their weapons(dks yes because the glyphs are better then enchants).
Maybe more passives for mobility like not allowing our movement speed to be reduced past 70% or a reduction on the duration of movement imparting effects. Slow gains not insane buffs that will be frowned upon.
I have more but now that I wrote it I'm irritated.
Good post tho :D
Rogues have gone through multiple stages and various degrees of control and damage, with Cataclysm being the climax of those two plus the utilization of severely overpowered PvE gear. But after the MoP changes, Rogues are currently left in one of, if not the, worst state we've ever been in.
Our damage is at an all-time low. Our cooldowns were increased massively and divided among talents. While not a direct change to the rogue class, other classes were given more abilities/cooldowns, had their cooldowns lowered, or given the option of choosing more abilities previously not available to them.
At the very best case, and with the most popular talent choices, Rogues are still a large damage % behind what we were in Cata, WOTLK, and even BC, without Preparation, and with longer cooldowns on our trademark abilities (Evasion, Vanish, Cloak of Shadows). Deadly throw was removed which to me, stings almost more than any other change, as I don't see why the talent couldn't have been the exclusive interrupt.
Here's to hoping Devs take a closer look at the suggestions given here, on ArenaJunkies, other forums, and by general knowledge of the game to hopefully bring us at least somewhat back towards being a competitive class.
All of the sticky requests and suggestions are very welcomed.
Talents reworked -
Tier 1 - Stealth : Nightstalker, Subterfuge, Shadow Focus
Tier 2 - Defensive CDs : Elusiveness, Combat Readiness, Improved Recup (5% DMG reduction, heals 5%/3secs, now has 30s cooldown)*
Tier 3 - Passive CDs : Cheat Death, Nerves of Steel, Leeching Poison
Tier 4 - Mobility : Preparation, Burst of Speed, Improved Sprint (Increases Movement speed 30%, breaks snares, remove glyph)
Tier 5 - Incapacitates : Prey on the Weak, Nerve Strike, Dirty Tricks
Tier 6 - Utility / CP : Anticipation, Shuriken toss, Cold blood (+ 25 energy, 2 CPs, +50% crit chance)
I would retire every single one of my seven, non-Rogue, level 85+ alts if this went live tomorrow. This would make plying my Rogue infinitely more enjoyable.
Bump for this. I like where this thread could go.
I wouldn't, no offense. It offers too much healing, too little good choice.
11/09/2012 04:17 PMPosted by NanayaYou make it sound like agreeing with me is bad =O
Missed that ... and ouch! I mean no such thing!
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