This is not a guide by anymeans if you wish to a guide i suggest you check out Klyde's guide here: http://forums.warppo...th-rogue-guide/
Bugs:
Dark Illusion: does not always hit its target, it can teleport you behind the target without attacking it. It's almost unusable in colo and fast moving mobs. It also does not always crit.
Mark of Death: Can actually miss, im not sure if its intended or not but i doubt it is for a 2min cooldown.
Moonlight Drive: Does not always deal the 2x damage from crits on the last "big attack" (not sure how the damage calculations are handled so this is unconfirmed for the time being)
Crescent Moon: When used on a target that's not standing still the person "glides" away from you while being stunned. Then re-appear at the position where it originally got stunned.
Gameplay Improvments:
Moonlight Drive: The animation is waaay to long as it is right now. It makes it more of an annoyance to use. We're already heavily crippled from being melee. We dont need to be crippled even more. PvE and PvP alike.
Suggestion: Increase the animation speed of the ability.
Crescent Moon: This ability feels abit iffy. The CP cost's is to high to make it worth using. In all fairness. Its garbage. No one uses it and if they do its a waste of CP's. The reason why i say this is because it costs 5 CP's to make someone stunned for 5 seconds and yes it's horrible. It takes us way to long to build up another 5 CP's to use deadly blow or moonlight drive. Not even 5 cp > Crescent moon > dirty plan > 5 cp > Crescent moon is worth it due to the animation time of Dirty plan. Don't get me wrong there are in some very rare situations that it's actually good, a very low priest trying to heal himself and you CM him with maybe 3 CP's just to cancel it out and kill him with a double attack. But that's about it.
Suggestion: Lower the cooldown to 30~40 seconds and make it so that when putting points into CM it will cost less CP from 5 > 4 > 3 > 2 > 1 for a 5 second stun. Remove the cooldown reduction from ranking it completely so its always 30~40 seconds.
Mark of Death: The animation of this is way to long as well, it also cancels your auto attacking, it is rather annoying when your trying to weaving. That's a DPS loss right there.
Suggestion: Make it so Mark of Death counts as an offensive ability and does not break auto-attacking
Smoke Bomb: Smoke bomb should remove all form of dots/cc's we have on us and make us immune to damage for like 0.5 sec. Call it WoW rogue's or not but people's dot's holds way to long we can hardly use it without going out of stealth 0.5 seconds later. It would also help us to get closer to a target. Right now we cannot do ANYTHING other than 1 ability when we're snared and we have no movement speed increases so we can't catch up with people
Suggestion: Give smoke bomb a 0.5 damage immunity when hopping into hide also break all CC and removes all DOT's when doing so to increase the mobility of the rogue class.
Dirty Plan: This is probably the most annoying ability to use in Colo even considering how good it is. The "animation" and "Animation lock" needs to be removed from this ability. It hinders our "fast paced" gameplay button mashing style. I've died SO many times due to the stupid animation.
Suggestion: Remove the Animation and the Animation lock on your character completely from this ability.
Unstable Dopping: This ability is great don't get me wrong but the cost of keeping this ability up is way to high. The convert rate should be more up around 20~30% instead of 10%. It takes way to long to rack up the 30% attack power. Specially if you died in a fight or doing colo. Even with spamming pots. Also its VERY costly.
Suggestion: Increase the HP to ap convert rate to speed lessen the burden on rogues to always have to carry tons of pots to rack up 30% AP or you could buff the buff duration but that wouldn't help rogues in colo. to maybe 5min or 4min insted of 3.
Gangster's Paradise:This ability is for our survival, it's actually its our only ability for survival other than smoke bomb. It's a very good one aswell for duels. Unfortunaly it costs 5 CP to make it 10 seconds to make use of its full potential that make's it VERY VERY hard to use in high pressure situation both with PvE and PvP. The 5 CP cost is simply to high. Why you might ask. If you get hit by an AoE attack and have 1k hp left the first thing you're going to do is pot(pve) then your going to use Gangster's Paradise. The problem is that you almost never have 5 CP's up and running to use the full duration of GP. So before you racked up 5 CP's against your going to be at full health from all the AoE healing and you just wasted GP cooldown for nothing. Im not saying the ability is bad cause it's not its very much essential for the rogue class but it feels like it cripples us more than it helps us at times. GP should also heal you the moment you activate it. It does not. It ONLY heals you after 2 seconds of running.
So here is a scenario:
You get hit by 5k damage > you have 1k left > you pot for 1k > so you have 2k > activates GP > 1 second goes and you get hit by another AoE ability that hits you for 2k, you die.
The point is that we need it to heal us the moment you use it. Not 2 seconds afterwards cause then its problay to late. All the mobility was given to the assassin's rogues got no mobility at all, we need to become a more durable class else our class will eventually die out.
Suggestion: Increase the cooldown on GP from 30 > 40 seconds at max rank, also consider making it cost less CP or none at all. Make GP "heal" the moment you activate the ability instead of 2 seconds.
Survival vs Mobility:
I feel like the rogue need's a bit more mobility. Like Klyde talk's about in his guide is that he prefer using Deadly Blow over Moonlight Drive is cause of the extremely long animation lock we have on our character while using that ability, it also does not stun it like monk's G-fist does so its extremely hard to use on mobility fights or PvP. Too many classes have snares/movement speed increases. Due to that i feel like we are being left behind a bit in this department. Rogues need some form of sprint or the ability to use Dark Illusion outside of Hide as a gap closer so we can get into the "fight" again after running out of it or if someone is trying to run away from you lesser its damage and increase the cooldown + remove it building CP. Assassin's have Pounce to get in plus they have the movement speed to back it up. Rogues NEED's something to slow their enemy's with. Preferably a % slow on throwing dagger would be great or on poisons. Assassin's dosent need it cause they have the movement speed but the rogues need it so so badly. We need to beable to stick on people.
Rogue DPS:
Im not going to go as far and say that rogue dps is not good cause it's okayish as long as you can play properly. Keeping Adrenaline Rush up along with keeping stuff on CD the best you can. Rotating marks etc. However i do feel like we are losing way to much damage while running out without the ability to get back in, i do understand Gravity's Logic behind the class. They tried making the rogue a bit more tanky than the Sin so the rogue can stay in and "tank" some of the AoE insted of having to run out. However that's not how it works in PvE atleast cause GP does not heal enough for that. I do feel like assassin's and Rogues are ABOUT equal on the dps in PvE but i do feel at times that assassin's have the upperhand on us.
As for PvP, rogue dps is good don't get me wrong we do a lot of damage if we can stick on somebody. however we cant. There is no way for a rogue to stick on people. It create's to much issue, with the lack of CC we have it makes it very hard to do something properly. The CP cost for Crescent Moon is to high to get of the 5 sec stun. It's to much hassle and with the "gliding" bug you always regret using it.
Rogue's CP Management and Build up.
I've been wanting to find something to say about this for awhile now, the rogue mechanic works like this:
The rogue uses attack's that builds up CP (Combo Points just like the Rogue from another MMO we all know so well), then he uses those Combo points to unleach finishers such as Deadly Blow and Moonlight drive. I Agree with the developers that his is how it should be. What i do NOT agree with is that some of our other stuff costs CP such as Gangster's Paradise and Moonlight Crecent. The CP usage on them needs to go away or be reduced or rogues need a way to build up CP faster. We are to addicted to our CP's.
Note people that these are my personal opinions and I'm not here to start a flame war, simply to vent out my opinion about my experience with the rogue class so far.
- BaggeN
Edited by Chimiko, 28 May 2013 - 12:36 PM.