Prophet Izaach wrote:Yes, a rogue can deal massive damage - one mob at a time. Wizards on the other hand have powerful AoEs. In parties, you don't take down mobs one by one as that would take ages. The AoEs finish entire lures faster, and the faster you take mobs down, the faster you get XP.
KBs and KDs can save the INTs but it should be a last resort. It's one of the warriors jobs to make sure he keeps all the aggro. If ever an INT is getting mobbed, he/she better not be stupid enough to just stand there and watch him/herself get owned. The INT can run - not away from the party - but to the warrior so it can be taunted. If the player is a Wizard, teleporting can be done in split second. There are a myriad of ways for crowd control. The last thing you want to do is KD and KB.
Why not KD? When the mob is down, none of the INTs can attack it. If INTs can't attack it, it takes longer to kill the mob, especially if it's a party giant or a unique. Why not KB? You don't want the party to move or accidentally move a mob closer to an INT.
100% on the knock down
50% on the knock back
knock back needs to be done in a controlled way, but it can some times be the only thing that saves the party. Charged wind and sheild bash/thrash can be very useful in cases you notice the tank is at like 10% hp and the cleric has no mana you know they are going to die unless something stopes them from the next few hits or so , and thus charged wind saves the tank and the rest of the party by proxy. Same for the cleric almost dying. Or with a higher lvl protect charged wind/ teleport back and watch the mobs go to the tank, can save another int who was getting pounded like this our yourself.
If the party is so stupid its going to move to the ends of the earth following a mob, its probably time to just leave anyways. The tanks can also use sheild bash to save themselves if they notice the same, its not something you want to have to keep using though but in an emergancy you have the option, because the knock spreads the mobs out of aoe range from the rest of the lure, which means it'll take longer to kill.
I guess we're really saying the same thing worded different after re reading what you said, but i clarified it a little bit.
Problem with rogue knock back is its too slow to react to stopping some one from getting hit most of the time even if you hit the button before the mob's attack animation starts, and the knock back rogues cause move the mobs too much that its hard for the tank to stay put while tanking everything else.
If a rogue is to party (post lvl 40) if they are dealing damage they need to be using daggers to justify their damage out puts, and better keep spamming all your poison skills that helps keep aggro still. If they are luring crossbow extreme off and rapid/fast shot obviously and spamming the poison skills to keep the aggro away from ints.
Crossbows are horrible for taking the role of damage dealing in a party, daggers are the only way to justitfy a rogue as a damage dealer in a party (unless you just can't find any one else, but then they need to use daggers for damage)
edit:
by poison skills i mean more then just the imbue, but the imbue does help and works stacked with poison feild/trap for higher aggro and chance to poison every mob.
You want poison trap for sure, that helps keeps the int safe alot, and of poison field the lures that come in when you can't use trap because of cool down