Rogue Tank Concept

Rogue Tank Concept Spec - Liberator

Rogues get the ability to wield shields again for this spec yay!!! Just like the good ol’alpha days. But note this spec cannot use daggers or fist weapons

The idea of the spec is to focus heavily on decision making and whether or not you want to play defensively or offensively based on the given situation

Inspired heavily on the idea of rogue-like characters or assassins wielding shields much like Bayek in Assassin’s Creed: Origins

For starters, utility

Mostly standard rogue utility with some slight differences
For example, Vanish only has a 1 minute CD for this spec but does not place you into stealth upon the initial 3 second effect ending. This will allow you ample time to go ahead and obtain the Initiatior buff (See Passives)
From there you keep, Sprint, Crimson Vial, Blind, Cloak of Shadows, Feint, Shroud of Concealment, and all of your standard stealth abilities for rogues already, note you don’t have Tricks of the Trades for obvious reasons
Note for Crimson Vial: As a bonus for this spec, you gain an additional passive attached to this ability which you unlock in later levels which allows your healing potions and only your healing potions to recover their CD while in combat and continue to be useable in an encounter

Now to the core of the spec, rotational abilities

Rush Down: Charge with your shield at a 25yd range that pins your target if not in combat for 1.5 seconds and serves as an interrupt when used in combat on a 15 sec CD. Not on the GCD
Cleave: A simple AoE ability that does light damage and generate 1 combo point (CP) on a single target and if it hits multiple targets generates a second CP, One of your 2 CP builders
Counterattack: A single-target ability that does a little more damage than cleave but is unable to be dodged, blocked, or parried and also ignores armor. Generates 1 CP. Your second CP builder but is only useable after blocking or parrying an attack with a 3 second use window. Is in fact on the GCD
These 2 abilities give you different use in different situations that you will benefit from differently forcing you to choose which ability to use. For instance do you want to do more damage to one specific enemy or damage multiple enemies and generate an extra CP? This demonstrates the core design style for this spec concept

Now your CP dumps
Eviscerate (Maybe a different name to fit the spec better): Does what it does now, use all of your CP to do damage based on CP spent
Stand Ground: Your defensive CP dump - Reduce damage taken by a flat amount and increased duration based on CP spent - 1 CP = 3 second duration 5 CP = 6 second duration
You’ll really want to focus on keeping Stand Ground up but in certain situations it may be difficult or you may want to focus on doing damage to burn a boss down in encounters like Ashvane during her shield down phase

Mastery
(Haven’t come up with a name yet): Increases effectiveness of Eviscerate and Stand Ground by X%. Also increase attack power by X%

Cooldowns
This is it: Increase your max HP by 50% and damage by 25% but become reckless and take 15% increased damage and reduce healing received by 20% 3 minute cooldown
Not on my watch: Redirect half of a targetted allies damage to you for 10 seconds 1.5 minute CD

Misc abilities
Call Out: Call out a target on their actions, taunting them to attack you 10 second CD
Smackdown: 4 second stun in melee range 45 second CD

Passives
Initiatior: When you attack a target from stealth, reduce the damage they deal to you by 35% for 5 seconds
Freedom Fighter: Increase armor by 60% and max HP by 20%

Keep in mind that this whole list of stuff is just a concept and everything would need tuning and fleshing it out with talents and whatnot would be something far beyond my capabilities to figure out how to make unique and fun but I hope Blizzard at least looks at this and thinks about doing something like this for rogues.

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Only if mages can be battlemages and wear plate

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I at one point was actually thinking of a spellblade concept but I didn’t flesh it out like this one and also as a totally seperate class XD

I’ve always been of a mind that rogues should be able to tank, so I stand with you.

The shield idea sounds neat, alternatively they could Dual Wield and get parry chance as part of a Combo Point dump. Either way I’m always wanting more tank classes in the game.

You make a lot of silly posts.

Back when rogues had recup, the good version… they could solo some hardcore content and they naturally generated a lot of theat. They could have been tanks back then as a DPS. that was in Sub spec I believe.

No shield, have them rely on their agility. They can float like the fastest butterflies, with moves that visually dance them around their target (s).

I’m imagining Recup, and a block/parry focused combo point spender. To serve as primary and secondary mitigation.

Then Kidney shot, and Eviscerate for utility and damage.

A taunt. and a few tanking cooldowns and you’d be set!

Well it is too bad that Blizzard FORCES you to play their way now instead of your way becuase I would have loved to have tried out and see if I could have done a rogue as a tank in a dungeon with some of my friends.

Did you mean Brewmaster Monk?

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I think Blizzard should have found a way to “fourth spec” all the pure dps classes into healing or tanking specs.

Been a lot of ideas thrown out. Blizzard even experimented briefly in MOP with warlocks Dark Apothesis. Missed opportunity.

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Why not just make the spec a Dodge based DoT/Bleed spec so Rogues don’t have to farm different gear?

Although not Retail, in ClassicWoW
Rogue Raid tanking
is more than possible and continue to be a thing until Wrath. After that, I’m not really sure but I heard they get a Taunt in MoP. Happy to answer more questions about rogue tanking.

You said Rogue tank and the first thing that came to mind was Stalker from Wildstar.

What if Stand Ground instead increased the amount of damage you can block as well as your parry chance? I was also debating it just increasing armor initially but I felt like there needed to be some sort of mitigation against magic damage so I went with flat damage reduction. Although that’s what the point of concepts are, to explore ideas and build upon them into something that could potentially come into the game.