so . . SoD, rogues can be a tank. they seem pretty viable at the higher levels by the looks of forums and what I hear. so a few questions
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can rogues tank lower level dungeons as they level up, or are they reliant on tier gear to modify threat.
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if not reliant on tier gear modifiers, is it doable in greens? or do you need to heavily overgear
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what types of rune setup would be used? some of them look pretty cut and dry but not all seem clear. my thoughts look like this
helm - all energy and cp gain. Honor among thieves and focused attacks feel like they would do great at later levels when crit becomes consistent. with combat potency being good at the lower levels? focused probably relies on a FoK build?
Chest - Just a Flesh wound is absolutely required. basically a tank stance.
waist - shuriken toss seems a clear choice here as well. 5 target hit with 5cp on a 25s cd. that can be used at range, getting blade dance up before you even reach melee.
legs - blade dance. also the only choice here paired with the chest.
feet - rolling with the punches. max health increase? idk if that also heals you for 6% or just increases max. if it’s also a heal then it’s very good, if it’s just max health it kind of feels akward unless the duration is very long.
gloves - main gauge, your Single Target threat generator. while I like saber slash more, the forcing one dodge (especially on bosses) is considerable. and lowering energy cost on SS, while also making it and evis do 50% more dmg. paired with some of the other CP/energy generators would create a fluid ST rotation in ST. the issue looks to be AoE
wrist + back - this is where I’m kind of uncertain.
option 1: Crimson tempest + carnage - this pair seems to be pretty solid. especially if you use honor among thieves with a heavy crit party allowing crimson tempest to be high on uptime without jeopardizing blade dance combo points. a self sustaining tank so long as rupture does enough damage.
option 2 unfair advantage + Crimson tempest - this one just makes no sense for a pair. CT + BD don’t take a lot of combo points to maintain. unfair advantage paired with your helm slot would generate more than you can use, and I don’t see any other AoE finisher. and CT without the increased healing on it doesn’t seem that effective?
Option 3 FoK + unfair advantage - you would be so overloaded with combo points you can’t spend them fast enough. and without Crimson Tempest as a spender since it’s tied to the same slot as FoK, you would struggle to use them all. also seems reliant on the helm slot with focused attacks and high density to generate enough energy for FoK, as it seems very energy intensive.
the issue, is synergistically a rupture + carnage makes the most sense. but FoK doing one auto from each weapon onto each target seems like it would cause the most damage and also threat. and unfair advantage turns your high doge/parry into offense with reflect, but also generates combo points. Combo points that you have no spender for, so it kind of conflicts. maybe the boots slot could become the way to bridge it? move carnage to the boots slot maybe? but idk if CT is still usable when FoK seems so required. and adding CT + FoK together likely imbalances dps rogue. so hard to say