Originally posted by: Xavier434
I thought they changed FD so that it drops aggro but doesn't bring you out of combat anymore? I thought I read that some time back but I could be mistaken.
Oh, I most certainly have FD'd in instances when the group was going to wipe. Although I hate sitting there watching my poor pet die . I'm sorry Kuma! Oh and yes, I named my bear the generic name for "Bear", but at least it's in another language .
Originally posted by: Xavier434
I realize damage occurs near the enemy which does not occur at a distance in many cases. There are also cases where damage is more of a threat to ranged. Many of those cases involve a cone based spell which has a cast time which is often short but it is long enough for an attentive melee player to move out of the way. Since it is a cone, ranged do not always have time to move.
Cone spells have limited range. Unless the ranged player is way too close, they shouldn't be affected by it anyway. Not to mention a smart melee person attacks from behind (removing some of the mitigation/avoidance), which means a cone spell (which almost always affect a cone area in front of the attacker) are not even a worry for them.
Originally posted by: Xavier434
In the end, I have found that my guild's most experienced rogues will still output a ton of damage which put them at the top or near the top of the DPS charts in many battles including the ones which are often bitched about for the usual melee reasons. They are very good at playing the in and out game which minimizes the damage they take while maximizing their DPS as much as possible. After witnessing these numbers, I blame a lot of these complaints on raw skill in addition to the disadvantages. The Rogue class is simply more challenging these days in terms of raiding than it used to be.
This still doesn't go against the fact that in your average situation, it's more advantageous to bring a ranged DPS/CC class in comparison to a melee class that has a much higher chance of taking substantial damage. Avoiding some of these melee range AoE attacks require exact timing and exact positioning (like the warmasters in AV... on my mut/sub rogue, I had to stand in an exact position and run at the exact right time to avoid the whirlwind) and there's one thing about exact... sometimes you aren't exactly on .
Originally posted by: Xavier434
Keep in mind that I do recognize that they are still at an unfair disadvantage despite what I have seen. It is apparent. However, there are also many ways for a smart guild to manipulate their strat and work around these issues. It cannot be helped in some cases but it can be improved in most of them. For instance, many of the boss fights these days involve adds to handle in addition to the boss or the encounter has multiple boss mobs to take down in a single fight. DPS is often required to be split in order to efficiently handle these adds. It is important during the forming of your strat to take into consideration where your rogues will be most useful. Namely, assigning them to the task which requires the least running around and the least target changing. In the case of adds, you often want to place ranged on killing them while leaving melee on the main boss. That is much more efficient use of your raid. In every case, you want to assign classes to tasks which utilize their strengths the most.
There's no problem with target changing if you're not applying combo points to the new target (such as spell interruption, etc). Although you could easily have another class (such as the mage, with no GC on their CS) handle that without interrupting the rogue. One thing to consider is how bad for DPS it can be for a rogue to be on interruption duty. For example, in Mechanar when it comes to those robot dudes, when I have to be on duty to kick 'em... I have to have around enough energy to kick at all times, not to mention I cannot attack (with abilities) constantly or I'll be on the global cooldown! Such a pain in the ass.
Originally posted by: Xavier434
Again, it is not as bad as everyone is making it seem. It's just more challenging than it used to be.
Playing a rogue was never as easy as some make it seem. It's easy to play the class yet harder to master it.
I still hate these moves on my healer... you know how much it sucks healing in half of these instances? Some of it does come down to poor players, but it's not like some of these instances are really "srs business" like raiding is.
Now to go back to the topic of warriors (that I seemingly didn't respond to some posts on). Yes, it's usually poor players making it hell on the tank, but frankly this is WoW... you can't get away from poor players! I don't expect players to be experts, but I do expect a bit of common sense.
What I find wrong in tanking is that people almost always expect you to be an uber aggro magnet so that they can do thousands of points of damage in seconds. Then they complain when they keep getting aggro. Yeah, that tends to happen when you keep doing damage to a mob that's aggro'd on you. It also doesn't help that tanks tend to get a lot of the blame in an instance. My friend was doing some tanking on his warrior and he got kicked out of a group for supposedly being a bad tank when he told me how none of the CC classes were CC'ing properly and the hunter would pull poly'd mobs with pats near them causing adds. It gets really frustrating playing a tank sometimes and having to put up with that kind of crap.