Rogue Tanking looks fatally flawed

You’re right we should just let the rest of the team tank instead. Great Idea!

This isn’t how it plays out in practice. Again, people have tons of experience with this. The value is in mitigating small hits, because avoidance is very powerful averaged over a larger number of hits since every dodge is a 100% reduction in damage. No-one wants to risk their raid on you not dodging 2x in a row, or you taking a crit and getting one shot, leading to everyone losing their world buffs, which will absolutely happen because dodging big hits isn’t reliable. Avoidance is terrible for tanking big hitters like raid bosses, it’s great for tanking many rapidly hitting things.

What rogues need is some kind of stagger mechanic that converts a portion of hits to a short-term dot, so they still take equivalent (or even higher) damage if they get hit but they’re less likely to get one shot in that window.

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It shouldn’t be classified as a tank then. The “viper” is dps.

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Well that won’t be the case; it will end up falling into the triangle of being good at 2 twos things and weak at another.

You either choose to boost up your melee defence and keep your PvP tricks but your damage will fall off a cliff.

You choose melee defence and damage but you lose all your tricks.

You don’t choose melee defence and keep your tricks and damage.

Investing in one removes power from another.

Warriors will still face check you due to overpower and you’ll be way weaker vs casters

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I pre-bubble every tank against bosses that will crush? It should be the same for Rogue.

Threat management is definitely going to be an issue in later phases, moreso than the spinning defensive plates in my view. When you have groups that have been trained by Retail to not wait for two sunders (just an example) and your kit as no functional AoE, you will not be a successful tank, generally.

Rogue has issues for sure. But what I care more about is trying to help people here actually build out questions that can help them be successful, specifically.

This game often requires you to lean on other players to be successful and that’s a hallmark of a good multiplayer game. The isolated “me and my job” islands of role performance in Retail has been a antisocial disaster, so yes, having a Hunter or Warlock friend for the first few seconds of a major pull only adds value to those players in your party. It’s okay to make them the star of the show if it means your victory.

Critters die and wipe combo points. I don’t think you know what the suggestion actually was… Rogues have always tried to SnD refresh at mob kill so their buffs were rolling into the next pack. The short duration on this buff is too low, my opinion, but its still a viable option if you’re needing an extra few seconds to get rolling on a boss. That said, any drinks ruin the momentum demanded from the build…

Again, I’m interested in helping solve play problems but less interested in high level complaints about how it doesn’t work. I guarantee you–Blizzard knows.

With Blade Flurry at level 30, I expect something will come there to address a lot of the threat issues. But before then? I don’t expect any changes. So what can we do right now to help people that want to see it work?

You restore faith in the forums. Carry on.