Issues regarding rogue tanking in SOD, from someone who currently has 4 days played at 60 in SOD as a Rogue tank in phase 4, and over 100 days played in Era as a FuryProt main.
Rogue tank is “klunky” to play, and its because of Combo Points and “ramp-up” time on skills.
Problems are no snap-aoe threat and having too many skills rely on Combo Points in combination with lots of target swapping.
So you end up playing “catch-up” on almost every pull with 2+ targets.
We also have too many situational skills we need to have on our bar at the moment, so these changes would clean up the skillbar a bit and help the current situation.
Rune “Blade Dance”
“Riposte now deals XXX% OFFHAND DPS and instantly apply offhand posion to main target, deals an additional (half of main target damage) XXX% OFFHAND weapon DPS to enemies within 8 yards of main target.
Using Riposte gives you Blade Dance, each time you parry you convert dodge into parry stacking up to 3 times and lasts for 30 seconds.
Swapping weapons resets Blade Dance stacks to 0.”
comments/resoning:
Riposte still off GCD. Damage % should about same as current Riposte, but DPS offhand based and with cleave added (im thinking range similar to Warriors Cleave ability, but hits more targets). Disarm only on main target, needs target to use.
5% dodge to 5% parry per stack, for a total of 15% dodge to 15% parry. This is to allow for more reliable Riposte use on single target.
(I.E: if you have 30% dodge and 12% parry baseline, with 3 stacks you would have 15% dodge and 27% parry.)
Now Riposte scales with any type of weapon, so you can choose what style you want to play (SSL, Muti etc)
“Swapping weapons resets Blade Dance stacks to 0.” is needed to avoid people abusing weaponswap with different posions.
10% parry removed and moved to Main Gauche.
Rune “Main Gauche”
“An instant strike that deals XXX% OFFHAND DPS in damage. And increases your chance to parry by 10% for 30 secs. Costs 30 energy. Awards 1 combo point.”
comments/reasoning:
Its a defensive choice over Saber Slash and Mutilate, that you can use with any weapon and with any spec.
Damage should be somewere between a Sinister Strike and Saber Slash (It should be better then Sinister Strike but worse then Saber Slash, since it costs less energy cost and has defensive use).
Rune “Just A Flesh Wound”
“You take 20% reduced Physical damage, gain 4 Attack Power per 1 Defense and you have 6% reduced chance to be critically hit by melee attacks while being out of stealth for 10 seconds or longer.
Additionally, the threat generated by all your actions is massively increased,
and your Feint ability is replaced with Tease, which Taunts the target to attack you.
Taunts the target to attack you, but has no effect if the target is already attacking you.”
comments/reasoning:
This is to make Just A Flesh Wound not require any ramp-up time that requires Combo Points.
And with requirement of being out of stealth for 10 secs to gain benefits would make it unappealing for pvp and the threat would make it unappealing for dps to use it for the “free” Attack Power from Defense.
It would also open up the option for Tank Rogues to use other leg runes if they so choose, as the majority of the “tankyness” of Tank Rogues comes from this rune.
Do i think any of this will be implimented? Probably not, but atleast it highlights the issues with rogue tanking and provides possible solutions.