Originally Posted by
GoodSyntax
This was the basis of my post last week. Sorcerers and Warriors have shielding, mana regen, health regen but Rogues do not (some Rogues have health regen). Unfortunately, the damage rebalancing disproportionately affects Rogues because we don't have any long term stuns or snares (like fireball, time, windmill, etc), so we cannot disengage from a group. When we try to flee, Warriors just Skyward to close and Windmill to kill, and Sorcerers just Fireball, Lightning and a couple of autos to finish us off.
Rogues, since the update, are very squishy!
Early in PvP, my KDR was terrible, because I was still learning the tactics necessary for Rogues to survive. Just before the patch, I was probably about 3 or 4:1, which is reasonable for a Rogue. Since the update, I might be 1:1.....maybe. Everything comes down to damage reduction because I can kill some Warriors (not the top geared ones), but by the time the fight is over, I'm out of mana. It doesn't help that my lv 23 keeps joining up in lv 25/26 games.
I have learned that since the update, Rogues simply cannot solo as well, and sneak attacks don't work as often as they used to. We are now heavily reliant on good groups to be successful (which for PUGs, is not something I can count on). If we don't have a Warrior shielding us and/or a Sorcerer restoring HP and Mana, Rogues simply aren't as effective any more.
Sorcerers have come a very long way since the initial PvP release. Warriors continue to be very much overpowered, and with all the complaints about Rogues, the adjustment has hurt our class more than any other.
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