#0 - July 25, 2007, 10:35 p.m.
It's a question, mainly for the CMs. But I was wondering. Are there any rogue changes planned in the close future? For the short term, I am concerned by our actually usefulness to a raid. Recently (and by this I mean the last 3-4 patches) there have been many modifications to other classes "off-specs" such as the Shaman's endless rage or spell crit totem, the buffs from druid forms, the shadow-priest mana-regen, the hunters ferocious inspiration.
Now if we consider all of these changes in their own rights, they are indeed a fantastic addition to the game. They allow a class to play almost any spec it wishes and still provide useful benefits to the raid. This prevents them from being excluded from raiding, or mini-mised within guilds. As a current raid leader and guild master it pains me to realise that if I really want the absolutely maximum strength for my raid, I should actually exclude myself as there is no major advantage to bringing a rogue.
Let's consider the classes and what they bring to the raid:
Warlock - Health-stones, Very high damage output, Stamina buffs, Banish, Multiple curses (shadows/elements/recklessness/weakness/etc)
Mage - Very High damage output,Arcane Brilliance, Detect Magic, Dampen/Amplify magic, Polymorph, Water/Food.
Hunter - All: Traps, High Damage, Crowd control of kitable mobs. Marksmanship: Trueshot Aura, Improved hunter's mark. Beast Mastery: Ferocious Inspiration. Survival: Expose Weakness.
Warrior - Protection: Tanking. Fury: Very Strong damage output. Arms: Mortal strike debuff, Blood Frenzy (+4% melee damage.)
Druid - All: Innervate, Battle Res, Mark of the Wild, Thorns, Faerie Fire. Feral: +5% crit to party members, very decent tanking, decent damage. Restoration: Incredible Healing, +healing to party members. Moonkin: Very decent damage, +5% spell crit, Insect Swarm.
Priest - Holy: Stamina buff, Very effective healing +spirit. Shadow: Very high dps, +mana regen, +hp regen, +10% shadow damage debuff.
Paladin - All: Buffs/Auras. Prot: Effective tanking. Holy: Effective Healing. Retri: Ok damage, judgement refreshing, +hit buff.
Shamans - Totem buffs, stormstrike debuff, unleashed rage, mana tide totems, decent healing, decent damage.
And finally, Rogue: Very high damage output.... poisons(assuming the mob is not immume), sap (arguably the worst cc, along with fear)
Now I believe it was at the beginning of the burning crusade where rogue damage was "tweaked" and slightly reduced. This boggled me to be honest. Rogues take a lot more healing than ranged classes due to being in melee, they also bring nothing to the raid besides dps. But pre-TBC they brought a hell of a lot of damage and it was more than worth the extra healing require. Ever since the tweak it has been very rare for me to see a rogue consistantly topping damage dealt. They are up in the top 3-5 no doubt, but so are Warlocks/Mages. So, I cannot see why Rogues should be there.
Ok, now as a raid leader. Please tell me why I should take a rogue over say, a second warlock? or shadow-priest? or Shaman? Or in fact, any other class?
At the moment, I cannot find a reason why I would bother. They die easily due to wearing leather, they do a lot of damage, they are in melee range (thus requiring more healing.)
So three questions in total. One, why take a rogue to raid over another equally high dps class? Two, are there any planned changes to the rogue class you can tell us about? Three, should I just get my 64 mage to 70 and use that as my main class?
P.S - Please if I've missed anything, or got something drastically wrong, don't flame me, just let me know in a clear concise post and I will edit it.
N.B - This was sparked off by seeing multiple screen shots of different boss kills, with a grand total of 0 Rogues present in the raid.