Originally Posted by
Grundus
No. There's nothing particularly advanced or difficult about rogues. You want to see a melee class that requires both advanced building and playing skills to excel and not be gimped, look at paladins.
The problem with rogue isn't that it's inordinately difficult, it's that it's a niche class when it comes to raiding.
Over Raided is a very small guild (fewer than two dozen players, with maybe 2-3 capped raiding characters apiece) with a extremely busy and high-end raiding schedule that is heavily constrained by attendance and raid timers. There is a lot of pressure to complete all the endgame elite/epic raids (3-4 total raids daily) on their schedule with whichever 8-12 people they happen to have online and off-timer. This means there is a large natural selection bias in favor of multi-role characters: this is why you'll find a number of builds like intimitank fvs, kensai intimitank, arcane archer fvs, etc in the guild. That means there's also a premium on DPS characters that can simply equip some incite gear and become main tank: because you'll never know what other melees might show up or be off-timer, and you might be the group's best shot. Which means bringing a rogue instead of a barb could mean the raid doesn't get done.
In raids, rogues are selfish in that they always rely on someone else when it comes to their DPS, and there are a lot of limitations to how you can use their mix of improved evasion and non-aggro DPS. For instance, though they have improved evasion they're far worse candidates for soloing fire base on EVoN6 than monks. Likewise improved evasion is useful for blades in EDQ but the anti-knockdown strength of barbs and fighters results in higher DPS overall. In a melee pack situation like EVoN6 and EDQ, rogues lose a lot of their sneak attacks if the aggro is spread out among only 3-4 melees, rather than 10. And in the case of a poor melee turnout night you also can't assign a rogue to tank elite ToD or EChrono. And rogues can't even fly in tiles or waterwalk through ice like monks can in Abbot. And so on. When these raiding issues are on the table on a daily basis and each player in the guild probably only has 1-2 melee characters to work with (since it takes time to gear each character out), rogues start to look a lot less practical.
And you specifically mention pure rogues, but that only exacerbates their niche situation as merely fillers for a generic kill pack in raids. For example, a pure rogue can't help manyshot Lailat at the start of EDQ but a tempest rogue can. You may play a pure rogue but you have to realize that at the current endgame, being pure rogue makes you even less raid-versatile in an already niche class.
This is not to say that rogues aren't useful in raids -- they most definitely can be great raid DPS. But while rogues excel under ideal conditions, they often fare very poorly in less-than-ideal groups, and Over Raided raids daily in a somewhat insane way: rain-or-shine, ideal-or-not-ideal, let's-check-whoever's-online-and-just-go. Rogues are better suited to larger guilds (say, 60 accounts with 6-10 raiding characters apiece) with a less ambitious per-capita raiding schedule and guaranteed balanced groups on every run, rather than a "hmph, well we'll figure out a way to run it on elite/epic regardless" guild like Over Raided. If you have only 8 people to bring to an endgame raid and your only 3 melees are all rogues, you're screwed; if your only 3 melees are all barbarians, you'd still have a shot at the completion.
There's also the gear issue. Damage calculators assume optimal gear, but less-equipped rogues fare very poorly against fort than well-equipped rogues do, since their sneak attacks represent a much higher percentage of their overall DPS without gear. Classes like barbarians and fighters have innate damage bonuses (like barbarian rage and kensai power surge) that are fort-agnostic, which makes them more reliable as practical raid DPS when you consider the mix of equipment levels that you'll invariably have when your guild's raiding strategy includes "let's grab whomever is off-timer, even if they're not mains." And less-equipped rogues are at an extreme survivability disadvantage compared to comparable fighters and barbarians as well, because a much higher percentage of their hp comes from gear.
And there's no need to single out Over Raided out on the rogue issue. There aren't any epic rogues on the Orien server right now, period. There are a (fairly limited) number of melees on Orien with red armor or marilith, red helm, litany, epic claw set, Kyosho's and Ravager's, etc -- but none of them are rogues, and if anyone would like to link a MyDDO to show otherwise I'm sure we'd all be interested to see. It doesn't help for rogues that at the present moment, nobody on the server has been running Epics for as long, as frequently, or as efficiently as Over Raided has been, and their guild setup tends to not favor rogues. But it's hard to fault Over Raided for what is essentially a serverwide issue when it comes to rogues on Orien. Nevertheless Over Raided is not the only game in town these days for endgame (though they used to be for a long time), and as the server continues to mature, as more players/guilds begins to run Epics, and as Turbine continues to nerf the challenge out of the content (nerfed Epic DC/AC/traps, WoE on Horoth, etc) to accelerate gear inflation, that rogues on Orien will start to get geared out as well and you'll start seeing more of them in elite guilds on this server.
They're just not there, yet.
And to rerail the thread back on the original topic: even though it's a difficult guild for rogues, Over Raided's trial period is still, bar none, the fastest and most thorough way to learn and immediately get involved in endgame raiding on this server.