Quote:
Same can be said for the rogue. Communicate to you team if you have to shield wall and your team should try to control the rogue. Drop the dps incoming to you and make sure shield wall stays up.
thats something of an option, but rogues have ways of dealing with that thanks to evasion and clos. its not a perfect thing, but given that a rogue only need use dismantle on you, youve almost got to pre-emptively control the rogue. plus the rogue could just use dismantle in anticipation of a burst down; at which point youre screwed no matter what you do to hold the rogue down.
which leaves you with just flat out controlling the rogue for most of the battle; a proposition that is sketchy at best. not only do rogues have a lot of anti-CC measures they can use on their own, but theyll be supported by their team. priests and mass dispels on the other hand can be pre-emptively countered via controlled stuns, silences, fears, curse of tongues/mind-numbing poison. both CoT and MNP give you more time to interrupt the dispel (instead of relying on the crap shoot of interrupting a .5s cast) while silence, stuns, fears and other CC just plain keep the priest from doing anything. its also generally harder for priests to deal with those kinds of CC's; they dont have a magic wipe/immunity like clos, nor do they have a near-immunity to melee in the form of evasion. most priests just have trinket or the human racial (same cooldown, so humans dont have both) or for undead, trinket + wotf.
in short, its much easier to control a priest than it is to control a rogue. the only detriment the rogue faces is that they require melee range. but they only require a moments notice of melee range to use dismantle, and whether its used during or before shield wall it still serves the same purpose of gutting a defensive cooldown.
Quote:
However you CAN counter dismantle by disarm. While the rogue removes your shield, your method for defense and mitigation, you remove their MH, their method for dps. It cancels out. That's a counter. Throw in shockwave and intimidating shout and you've got a decent amount of choices there.
the problem with that lies in rogues "natural" defense of high dodge. add in evasion and no, you wont be disarming the rogue because itll be a wasted cooldown. you cant shockwave either because it can be dodged. shout is unreliable at best, and speccing into deep wounds actively works against it in a solo or small scale environment. the bottom line here is that dismantle provides too much of a benefit for too little cost (the cost in this case being just energy, which is effectively negligible given the benefit). being able to push a button and completely strip a class of any real offensive ability (in addition to removing a key defensive cooldown) is, as ive said before, complete and utter *********
Quote:
So this goes back to my point. While it does suck to be dismantled, it doesn't make you useless. I understand you want things to be fair and balanced but this game has been trying to do that for 4 years. If dismantle is the worst thing a rogue has against us, I'm not gonna complain.
thing is, it isnt the worst. there are stuns, control, high dodge rates, and a great deal of survivability in the rogue class. the last thing they needed was a tool to completely disable one class, which lets be honest, thats what it amounts too vs the warrior class. when disarmed we are effectively CC'ed. if specced for it we can piercing howl, which is the extent of the "control" we can exert. near everything else that isnt specced becomes useless, and many things that ARE specced still become useless. i want a higher cost of some kind attached to dismantle. make it use CP, with each CP adding 2s to the disarm duration (from a base of 0). so at 5 CP, you get a 10s disarm, 5s with a chain or the right talents. that would be a much more fitting cost given the inherent power.