5 Foot Step wrote on Dec 14
th, 2016 at 12:21pm:
Taking 3 hits instead of 2 before dying is not impressive. The best way to melee is not getting hit in the first place. 48% dodge is the most valuable thing on that list. I did forget to mention improved evasion, but dodge is still more important.
For me taking 3 hits instead of 2 is a big deal, because where you can't take any (LE Shroud part 2 and 5), fighter can take one.
But it's not only 3 (where a rogue can 2). How much HP does a melee rogue has? 1.2k? That's 2724 with your 127 PRR. A fighter with 2k hp and 250 PRR has 7000 effective HP. That's about 2.6 times more effective HPs. If a rogue can take 2 than fighter can take 5.2. Of course, ignoring dodge, but what's the point in dodging one Mintanu hit to be killed on the next?
5 Foot Step wrote on Sep 11
th, 1974 at 7:20pm:
False.
Huh? I didn't know displacement and elusive target worked differently on rogue than on other classes.
5 Foot Step wrote on Sep 11
th, 1974 at 7:20pm:
Most builds can't fit that gear.
Including rogues. But it doesn't matter. SR is close to useless.
5 Foot Step wrote on Sep 11
th, 1974 at 7:20pm:
Bluff does matter. The point is that you have aggro but they are facing the other way.
Cleave. Like I said: if having the mob looking to the other side was the thing than I should dump con because we always have at least one tank so I could be hitting what he is. But, that's not how it works. They cleave, and they attack randomly, and sometimes they attack someone else but you are on the path, etc.
And, it's not like you can't get workable bluff on any other class, so this is not an advantage. Assassins trick does not do what you are suggesting, fyi, it only allow you to do SA.
-> Edit: also from U33p2 notes:
Bluff and Deception will no longer cause bosses to turn around. This also corrects an issue where ranged enemies would stop attacking after being bluffed or affected by Deception, and improves the enemy combat experience. Red-named bosses are still affected by sneak attack damage vulnerability.
RIP rogues.
5 Foot Step wrote on Sep 11
th, 1974 at 7:20pm:
If you're not convinced now, just wait for reaper. Not getting hit in the first place is better than any realistic amount of PRR or HP when the lowliest trash mobs can hit for 4k+.
I'm not. I've not seeing many melee rogues surviving LE shroud part 2.
But still, what's the point in playing a melee rogue? Let's ignore survivability and pretend they are as good as rangers, paladins and fighters. They don't have AoE and they healing is crap, so how can this be a flavor of the month? I don't see it. Unless if their single target DPS was so uber to make up for the lack of those other qualities, but it's not.
The only special thing they get going for them is assassinate, and it sucks (at least on that wee agree).