Suggestion changes for all dps classes!
Posted: Mon Jun 30, 2025 4:52 pm
Hello team,
(also not here listen a grammar warriors) its not what this post is all about. Also English is not my first language either. Also some works just abbreviation short like req - requirement/requires dmg- damage level - lvl etc
***Warning*** its not deep dive changes but a surface change for all dps classes. Please read it all before you stomp on keyboard. I'm not clamming to be high end pro gamer but have pretty high extensive pvp background, with all being said some changes for you might not make sense and some of them will. Devs do not have to take all changes in consideration but if some get implemented its a step in right direction. Lets begin:
Have extensive experience in MMOs. I lost count at this point of how many I've played, but having played MMOs on and off for 18 years and many other competitive-style games.
Been playing RoR for several years on and off. Have many toons from low to high RR. In upcoming DPS/class changes what I would like to see.
Please comment below on how you (the player base) and the devs feel about these changes. Some classes would not be included since I do not have every class extensive playtime or extensive experience. Personally, I do not have mains I play a lot of different classes some more than others. Some classes will get a lot of suggestion feedback and some will get little.
1. BW/Sorc Funnel Power either leaves as it is or changes to how Sorc Shades of Death functions. BW and Sorc already have backlash there is no point having BW take additional dmg and actually makes it
easier to play since you toggle Funnel Power on and forget about it when Sorc has to spend GCD and it can be dispelled too. Either change Shades of Death to function as funnel power or change funnel power function as shades of death of course modify dmg as it will suit in w/e direction devs would decide to go.
Also, BW missing Obsessive Focus which Sorc has (before you jump to a conclusion read all changes). BW and Sorc both have obsessive Focus (the change name on BW can be different that's for devs to come up with) however now remove the manic obsession tactic from sorc which reduces CD's Obsessive focus. Instead Obsessive focus will be changed to (still 1 min cd) you become obsessed with your target for 15 sec dealing 5% more dmg to it and taking 5% less dmg from that target. However, you will do 95% of your damage to all other targets for the duration or if the target gets killed. Also at lvl 40 both Sorc and BW will get a tactic that increases dmg target: by an additional 5% (total of 10%) and you take an additional 5% less dmg (total of 10%) from that target. Also, each time the target dies from obsessive focus cd reset.
Sorcs having a shroud of darkness does not really suit them I'd say change the shroud of darkness to something what BW have Shield of Aqshy however make a slight change. Reduce armor granted from 990 to 790 for extended duration down from 10 but also add that it will increase all resistances by 250. Total buff would last 15 sec and CD 1 min instead of sorc having 1 min cd on Shroud of Darkness and BW having 30 sec cd on a shield Aqshy. However, if having 50% less likely set back on casting reduce cast times on all abilities by 0.3 sec for that 15 sec duration. So the new ability for BW and Sorcs would sound like that Shround of the ancient power (made up on the spot).
Sorcs having a shroud of darkness does not really suit them I'd say change the shroud of darkness to something what BW have Sheild of Aqshy however make a slight change. Reduce armor granted from 990 to 790 for extended duration down from 10 but also add that it will increase all resitances by 250. Total buff would last 15 sec and CD 1 min instead of sorc having 1 min cd on Shroud of Darkness and BW having 30 sec cd on a shield Aqshy. However, if having 50% less likely set back on casting reduce cast times on all abilities by 0.3 sec for that 15 sec duration. So the new ability for BW and Sorcs would sound like that Shround of the ancient power (made up on the spot).
You tap into the power of ancient gods which gives you a shield that increases your armor by 790 and all your resistance by 290 and reduces all your cast times by 8.3 sec during 15 sec. CD 1 min.
Also, BW having dispell on 10 sec cd is a bit too strong in my opinion since all listed changes to both BWs and Sorcs above. I'd say both BW and Sorcs (both classes) have dispelled now as it functions currently however
instead of 10 sec cd change to 30 sec cd and obtain at lvl 30 instead of 9.
Choking Smoke BM instance cast silence make it 4 sec instead of 3 sec however double cost of 50 action points and cd change to 1 min. Also Sorcs Frostbite 4 sec disarm change cast time from 1 sec to 0 sec. However cost 50 action points and cd is 1 min now.
Also, BW having dispel on 10 sec cd is a bit too strong in my opinion since all listed changes to both BWs and Sorcs above. I'd say both BW and Sorcs (both classes) have dispelled now as it functions currently however
instead of 10 sec cd change to 30 sec cd and obtain at lvl 30 instead of 9.
Choking Smoke BM instance cast silence make it 4 sec instead of 3 sec however double cost of 50 action points and cd change to 1 min. Also Sorcs Frostbite 4 sec disarm change cast time from 1 sec to 0 sec.
However cost 50 action points and cd is 1 min now.
Those changes just surface what I would like to see for those 2 classes. Again I repeat I do not play only BW or Sorc. Actually least played classes for me due to some poor mechanics of the classes. The changes above
are a step in the right direction.
2. SH/SH
SW shadow step is a very buggy ability you are either in the air kinda flying to a target or do not get to a target it's all over the place. So my proposition is to match SH 10 sec cd leap. Changed Shadowstep to increase your defenses by 10% instead of 15% and it slowed the target by 30
% for 3 sec.
Squiq Armor is not instant cast instead of 1 sec cast time.
SW and SH Throat shot and Choking Arrer is not instant cast instead of 1 sec cast time.
SW and SH reduce base cast time Festering arrow (SW) and Poison Arrer (SH) by 0.5 sec so reduce cast from 3 sec to 2.5 sec (base).
SW Flanking shot and SH Behind Ya! now cd is 15 sec and dmg slightly higher but no longer req target facing away from however additionally if you behind a target it will ignore
all targets armor.
There are more changes that need to be done to SW and SH but this is a step in the right direction.
3. WL/Mara both classes are strong but I'd say ML overall takes a slight edge on some circumstances with that being said.
Wls fetch during that ability Lion pet speed increased by 75%. Also, a lion pet during that ability cannot be slowed or rooted and takes 25% less dmg.
Nature bond now heals war lion (pet) x amount right away and x (slightly higher heal than used to be) amount for an additional 15 sec and reduces deg taken of war lion by 5% however rd is 45 sec
Remove the Bonded pack tactic which gains an insane amount of morale but instead change to nature bond heals 50% while the lion too and additionally now war lion (pet) takes 18% less dmg and reduces cd by 5 sec.
Also, I do understand Mara is generally better not always but generally better than WL however WL has pet then 10 sec pounce (leap) plus pull and charge (movement speed increase by 50%). id say its only fair
increase his pounce cd from 10 sec to 15 sec. and reduce movement speed from 35 to 25% for 3 sec after pounce.
Maras pull (Terrible Embrace) range increased from 65 to 75 ft and cast time was reduced from 2 sec to 1 sec.
Since most of maras are monstro and yes in some situations you do have to switch between mutations but generally speaking not a lot of people play brutality or savagery.
Savagery ow has 35% to deal addition] (x amount) and reduce enemy auto attack speed by 40% up from 33% but at the same time increase your own attack speed by 40%.
Brutality now has 48% chances to increase our auto attack dmg by 25% (previously 25% dmg on offhand) and increase armor pen for auto attacks by 25%.
Savagery ow has 35% to deal addition] (x amount) and reduces enemy auto attack speed by 40% up from 33% but at the same time increases your own attack speed by 40%.
Brutality now has 48% chances to increase our auto attack dmg by 25% (previously 25% dmg on offhand) and increase armor pen for auto attacks by 25%.
Death Grip does not require parry anymore but costs 40 action points instead of 20 and cd increases from 5 sec to 30 sec.
Wave of Terror is a bit too strong for ace ability. Changing cd from 10 to 15 sec and reducing the duration from 5 to 3 sec since its ace is appropriate taking into consideration above mentioned possible changes for Mara.
Impale dmg slightly increases now cd is 5 sec but if you are behind a target increase dmg by 15% however now it ignores 50% target armor in any duration of use. It will be more suitable to use impale into rotation rather than spamming it.
Mutated energy now is 1 min cd instead of 10 sec but instead of requiring disrupt it gives you a shield for 2 sec it will disrupt the first incoming spell and if the spell is disrupted target is silenced for 3 sec instead of st
Tactic piercing bite no longer increases armor pen by 25% for all muted abilities but instead increases armor pen by 10% for all abilities req monstrosity 35% for all abilities req savagery and 45% for all abilities.
Also melee SH had their stun removed I think it would be fair for lion NOT having stun too. Taking into consideration how very strong WLs are at this moment and that's put lightly.
That's just a surface changes I could see would be decent for Wl and Mara.
4. Choppa/Slayer-
Relentless strike (Slayer) and Throat Slash (Choppa) duration increased to 5 sec (overall dag increased slightly).
Slow Down (Slayer) and Don't Go Nowhere (Choppa) increase duration to 10 sec or reduce cd to 5 sec. Currently, 5-sec duration with 10-sec cd
compare to some other classes where cd and duration are the same as cd
Incapacitate (Slayer) and Sit Down (Choppa) now cd is 25 sec up from 20 but usable in Furious and berserker instead of just Berserker.
Spine Crusher (Slayer) and Go for da soft spot (Choppa) no longer req you to be behind a target when you berserk (Change ability being exhaustive blow)
however ignores 25% of targets armor if u behind a target.
Tactic short temper (Slayer (trollslayer)) reduce cd of rune of absorbtion by 5 sec. The same for Choppa Red goes faster (Choppa (savage) reduces cd of Furious Choppin by 5 sec.
Tactic power through (Slayer (troll slayer)) and Wot Rules (Choppa (savage)) now increase is 22 lvl tactic swap place from yer getting soft (choppa) and Fierce night (slayer)
however now it will increase rage regen by an additional 2 rage per sec (baseline rage regen is 5 if anyone did not know).
Tactic (Slayer) runic blessing and (Choppa) keep it Coming - CURRENT VERSION 25% u get resurrected with 25% health and does x amount aoe dmg. The new version - if someone lands a death blow on you instead of you dying you will get healed by 25% hp however it has 3 min internal cd...
5. WH/WE- I do understand if someone wants to play wh or WE as a tanky stealth high burst dmg dealer however pick one. In my opinion, Wh/WE should be high burst class canon classes but they are far
from glass cannon. So here are some proposal changes.
WH having 100% parry for 5sec is a bit too strong -
Reduce duration to 3 ser and cd 1 min instead of 30 ser (share cd with other relics) or make it an execution instead of building accusations.
WH/ME (purgatory/shadow of death) extend the duration to 1 min..
We need to have shadow leap as WE has.
WH/WE Feinted Positioning. Reduce duration from 10 to 5 sec but add that it increases dmg of WH/WE by 5% during that buff.
6. Magus/Engi both of these classes have range, high sustained, decent burst (if specced right), and high survivability too. As previously stated need to make sacrifices somewhere.
Engi with Dwarf passive tactic + flat jacket(engi)/Daemonic Armor(magus)+ armor pot has one of the highest dps classes armor in the game. Also, another dwarf passive gives you 80 toughness and knockdown effects last 1 sec lower.
Remove armor buff from engi and Magus but give them resistance buff, or make it so that armor buff is temporarily like BW armor buff.
Engineer Bugman's Best should be cast time about 3 sec, not 2 and last 15 sec and cd 20 or 30 sec.
Magus Aegis of Orange Fire reduce wounds from 240 to 200 and remove dmg back reflect.
Also, Magus has one of the most undefendable spells kinda defeats the purpose of blocking or distrupting.
Engi and Magus pets (horrors/turrets) cast time increase from 1 sec to 2 sec.
Warlord's 8 piece for Engi and magus is a bit strong (yes I know what a lot of you gonna say none ever using 8 set bonus, news flash solo engi do or
small scale engi and Maguses do..
Take these dps changes as you will, some of you gonna hate it some of you gonna like it and some of you gonna be in-different and not care for it.
I did my due diligence to have a very tiny impact by posting a suggestion. Rest to devs and to players.
Also on that note, I do like to suggest (hear me out first before pounding on the keyboard) removing all morale 4 abilities from talent trees where you go at the very top of your tree.
Twick them slightly or remove some of them to make it balance HOWEVER, Instead of them add new additional abilities for
classes/specs to use. An example is Melee SH has a regular ability on top of his tree. Removing morale abilities from the top of the talent trees and adding regular non-moral abilities or tactics will create additional variety in playstyle or building your character.
Thank you for reading. I agree maybe some of my propositions are extreme but the current version of what we have does not work well either.
(also not here listen a grammar warriors) its not what this post is all about. Also English is not my first language either. Also some works just abbreviation short like req - requirement/requires dmg- damage level - lvl etc
***Warning*** its not deep dive changes but a surface change for all dps classes. Please read it all before you stomp on keyboard. I'm not clamming to be high end pro gamer but have pretty high extensive pvp background, with all being said some changes for you might not make sense and some of them will. Devs do not have to take all changes in consideration but if some get implemented its a step in right direction. Lets begin:
Have extensive experience in MMOs. I lost count at this point of how many I've played, but having played MMOs on and off for 18 years and many other competitive-style games.
Been playing RoR for several years on and off. Have many toons from low to high RR. In upcoming DPS/class changes what I would like to see.
Please comment below on how you (the player base) and the devs feel about these changes. Some classes would not be included since I do not have every class extensive playtime or extensive experience. Personally, I do not have mains I play a lot of different classes some more than others. Some classes will get a lot of suggestion feedback and some will get little.
1. BW/Sorc Funnel Power either leaves as it is or changes to how Sorc Shades of Death functions. BW and Sorc already have backlash there is no point having BW take additional dmg and actually makes it
easier to play since you toggle Funnel Power on and forget about it when Sorc has to spend GCD and it can be dispelled too. Either change Shades of Death to function as funnel power or change funnel power function as shades of death of course modify dmg as it will suit in w/e direction devs would decide to go.
Also, BW missing Obsessive Focus which Sorc has (before you jump to a conclusion read all changes). BW and Sorc both have obsessive Focus (the change name on BW can be different that's for devs to come up with) however now remove the manic obsession tactic from sorc which reduces CD's Obsessive focus. Instead Obsessive focus will be changed to (still 1 min cd) you become obsessed with your target for 15 sec dealing 5% more dmg to it and taking 5% less dmg from that target. However, you will do 95% of your damage to all other targets for the duration or if the target gets killed. Also at lvl 40 both Sorc and BW will get a tactic that increases dmg target: by an additional 5% (total of 10%) and you take an additional 5% less dmg (total of 10%) from that target. Also, each time the target dies from obsessive focus cd reset.
Sorcs having a shroud of darkness does not really suit them I'd say change the shroud of darkness to something what BW have Shield of Aqshy however make a slight change. Reduce armor granted from 990 to 790 for extended duration down from 10 but also add that it will increase all resistances by 250. Total buff would last 15 sec and CD 1 min instead of sorc having 1 min cd on Shroud of Darkness and BW having 30 sec cd on a shield Aqshy. However, if having 50% less likely set back on casting reduce cast times on all abilities by 0.3 sec for that 15 sec duration. So the new ability for BW and Sorcs would sound like that Shround of the ancient power (made up on the spot).
Sorcs having a shroud of darkness does not really suit them I'd say change the shroud of darkness to something what BW have Sheild of Aqshy however make a slight change. Reduce armor granted from 990 to 790 for extended duration down from 10 but also add that it will increase all resitances by 250. Total buff would last 15 sec and CD 1 min instead of sorc having 1 min cd on Shroud of Darkness and BW having 30 sec cd on a shield Aqshy. However, if having 50% less likely set back on casting reduce cast times on all abilities by 0.3 sec for that 15 sec duration. So the new ability for BW and Sorcs would sound like that Shround of the ancient power (made up on the spot).
You tap into the power of ancient gods which gives you a shield that increases your armor by 790 and all your resistance by 290 and reduces all your cast times by 8.3 sec during 15 sec. CD 1 min.
Also, BW having dispell on 10 sec cd is a bit too strong in my opinion since all listed changes to both BWs and Sorcs above. I'd say both BW and Sorcs (both classes) have dispelled now as it functions currently however
instead of 10 sec cd change to 30 sec cd and obtain at lvl 30 instead of 9.
Choking Smoke BM instance cast silence make it 4 sec instead of 3 sec however double cost of 50 action points and cd change to 1 min. Also Sorcs Frostbite 4 sec disarm change cast time from 1 sec to 0 sec. However cost 50 action points and cd is 1 min now.
Also, BW having dispel on 10 sec cd is a bit too strong in my opinion since all listed changes to both BWs and Sorcs above. I'd say both BW and Sorcs (both classes) have dispelled now as it functions currently however
instead of 10 sec cd change to 30 sec cd and obtain at lvl 30 instead of 9.
Choking Smoke BM instance cast silence make it 4 sec instead of 3 sec however double cost of 50 action points and cd change to 1 min. Also Sorcs Frostbite 4 sec disarm change cast time from 1 sec to 0 sec.
However cost 50 action points and cd is 1 min now.
Those changes just surface what I would like to see for those 2 classes. Again I repeat I do not play only BW or Sorc. Actually least played classes for me due to some poor mechanics of the classes. The changes above
are a step in the right direction.
2. SH/SH
SW shadow step is a very buggy ability you are either in the air kinda flying to a target or do not get to a target it's all over the place. So my proposition is to match SH 10 sec cd leap. Changed Shadowstep to increase your defenses by 10% instead of 15% and it slowed the target by 30



Squiq Armor is not instant cast instead of 1 sec cast time.
SW and SH Throat shot and Choking Arrer is not instant cast instead of 1 sec cast time.
SW and SH reduce base cast time Festering arrow (SW) and Poison Arrer (SH) by 0.5 sec so reduce cast from 3 sec to 2.5 sec (base).
SW Flanking shot and SH Behind Ya! now cd is 15 sec and dmg slightly higher but no longer req target facing away from however additionally if you behind a target it will ignore
all targets armor.
There are more changes that need to be done to SW and SH but this is a step in the right direction.
3. WL/Mara both classes are strong but I'd say ML overall takes a slight edge on some circumstances with that being said.
Wls fetch during that ability Lion pet speed increased by 75%. Also, a lion pet during that ability cannot be slowed or rooted and takes 25% less dmg.
Nature bond now heals war lion (pet) x amount right away and x (slightly higher heal than used to be) amount for an additional 15 sec and reduces deg taken of war lion by 5% however rd is 45 sec
Remove the Bonded pack tactic which gains an insane amount of morale but instead change to nature bond heals 50% while the lion too and additionally now war lion (pet) takes 18% less dmg and reduces cd by 5 sec.
Also, I do understand Mara is generally better not always but generally better than WL however WL has pet then 10 sec pounce (leap) plus pull and charge (movement speed increase by 50%). id say its only fair
increase his pounce cd from 10 sec to 15 sec. and reduce movement speed from 35 to 25% for 3 sec after pounce.
Maras pull (Terrible Embrace) range increased from 65 to 75 ft and cast time was reduced from 2 sec to 1 sec.
Since most of maras are monstro and yes in some situations you do have to switch between mutations but generally speaking not a lot of people play brutality or savagery.
Savagery ow has 35% to deal addition] (x amount) and reduce enemy auto attack speed by 40% up from 33% but at the same time increase your own attack speed by 40%.
Brutality now has 48% chances to increase our auto attack dmg by 25% (previously 25% dmg on offhand) and increase armor pen for auto attacks by 25%.
Savagery ow has 35% to deal addition] (x amount) and reduces enemy auto attack speed by 40% up from 33% but at the same time increases your own attack speed by 40%.
Brutality now has 48% chances to increase our auto attack dmg by 25% (previously 25% dmg on offhand) and increase armor pen for auto attacks by 25%.
Death Grip does not require parry anymore but costs 40 action points instead of 20 and cd increases from 5 sec to 30 sec.
Wave of Terror is a bit too strong for ace ability. Changing cd from 10 to 15 sec and reducing the duration from 5 to 3 sec since its ace is appropriate taking into consideration above mentioned possible changes for Mara.
Impale dmg slightly increases now cd is 5 sec but if you are behind a target increase dmg by 15% however now it ignores 50% target armor in any duration of use. It will be more suitable to use impale into rotation rather than spamming it.
Mutated energy now is 1 min cd instead of 10 sec but instead of requiring disrupt it gives you a shield for 2 sec it will disrupt the first incoming spell and if the spell is disrupted target is silenced for 3 sec instead of st
Tactic piercing bite no longer increases armor pen by 25% for all muted abilities but instead increases armor pen by 10% for all abilities req monstrosity 35% for all abilities req savagery and 45% for all abilities.
Also melee SH had their stun removed I think it would be fair for lion NOT having stun too. Taking into consideration how very strong WLs are at this moment and that's put lightly.
That's just a surface changes I could see would be decent for Wl and Mara.
4. Choppa/Slayer-
Relentless strike (Slayer) and Throat Slash (Choppa) duration increased to 5 sec (overall dag increased slightly).
Slow Down (Slayer) and Don't Go Nowhere (Choppa) increase duration to 10 sec or reduce cd to 5 sec. Currently, 5-sec duration with 10-sec cd
compare to some other classes where cd and duration are the same as cd
Incapacitate (Slayer) and Sit Down (Choppa) now cd is 25 sec up from 20 but usable in Furious and berserker instead of just Berserker.
Spine Crusher (Slayer) and Go for da soft spot (Choppa) no longer req you to be behind a target when you berserk (Change ability being exhaustive blow)
however ignores 25% of targets armor if u behind a target.
Tactic short temper (Slayer (trollslayer)) reduce cd of rune of absorbtion by 5 sec. The same for Choppa Red goes faster (Choppa (savage) reduces cd of Furious Choppin by 5 sec.
Tactic power through (Slayer (troll slayer)) and Wot Rules (Choppa (savage)) now increase is 22 lvl tactic swap place from yer getting soft (choppa) and Fierce night (slayer)
however now it will increase rage regen by an additional 2 rage per sec (baseline rage regen is 5 if anyone did not know).
Tactic (Slayer) runic blessing and (Choppa) keep it Coming - CURRENT VERSION 25% u get resurrected with 25% health and does x amount aoe dmg. The new version - if someone lands a death blow on you instead of you dying you will get healed by 25% hp however it has 3 min internal cd...
5. WH/WE- I do understand if someone wants to play wh or WE as a tanky stealth high burst dmg dealer however pick one. In my opinion, Wh/WE should be high burst class canon classes but they are far
from glass cannon. So here are some proposal changes.
WH having 100% parry for 5sec is a bit too strong -
Reduce duration to 3 ser and cd 1 min instead of 30 ser (share cd with other relics) or make it an execution instead of building accusations.
WH/ME (purgatory/shadow of death) extend the duration to 1 min..
We need to have shadow leap as WE has.
WH/WE Feinted Positioning. Reduce duration from 10 to 5 sec but add that it increases dmg of WH/WE by 5% during that buff.
6. Magus/Engi both of these classes have range, high sustained, decent burst (if specced right), and high survivability too. As previously stated need to make sacrifices somewhere.
Engi with Dwarf passive tactic + flat jacket(engi)/Daemonic Armor(magus)+ armor pot has one of the highest dps classes armor in the game. Also, another dwarf passive gives you 80 toughness and knockdown effects last 1 sec lower.
Remove armor buff from engi and Magus but give them resistance buff, or make it so that armor buff is temporarily like BW armor buff.
Engineer Bugman's Best should be cast time about 3 sec, not 2 and last 15 sec and cd 20 or 30 sec.
Magus Aegis of Orange Fire reduce wounds from 240 to 200 and remove dmg back reflect.
Also, Magus has one of the most undefendable spells kinda defeats the purpose of blocking or distrupting.
Engi and Magus pets (horrors/turrets) cast time increase from 1 sec to 2 sec.
Warlord's 8 piece for Engi and magus is a bit strong (yes I know what a lot of you gonna say none ever using 8 set bonus, news flash solo engi do or
small scale engi and Maguses do..
Take these dps changes as you will, some of you gonna hate it some of you gonna like it and some of you gonna be in-different and not care for it.
I did my due diligence to have a very tiny impact by posting a suggestion. Rest to devs and to players.
Also on that note, I do like to suggest (hear me out first before pounding on the keyboard) removing all morale 4 abilities from talent trees where you go at the very top of your tree.
Twick them slightly or remove some of them to make it balance HOWEVER, Instead of them add new additional abilities for
classes/specs to use. An example is Melee SH has a regular ability on top of his tree. Removing morale abilities from the top of the talent trees and adding regular non-moral abilities or tactics will create additional variety in playstyle or building your character.
Thank you for reading. I agree maybe some of my propositions are extreme but the current version of what we have does not work well either.