I think the reason Rogue is so over-extended at the moment is they have so many weak talents. Compare it to a 'modern' melee class like Temporal Warden, Doombringer etc and each of their talents is worth like 2-3 Rogue talents combined. Lots of low impact actives and weak stat boosts. If you merged some together you'd have plenty of room for new trees.Doctornull wrote: Giving the Rogue a whole new tree would be spiffy, if they weren't over-extended across so many trees already.
So yeah, give them some nice actives, and remove the boring dull talent-tax which takes up so many of their points now.
Archery would be one fine way to go. Not the only way, of course, but it's a fine idea.
For a ranged tree, Archery could work but I think I'd rather give something Rogue specific. You're right that ranged is a good niche though, as it alleviates the awful early game where a snake will out-melee you. Throwing Knives perhaps? My idea was making them a Dreamforge style setup with a 'fake' weapon that improves with talent points and behaves like a short ranged melee attack.
Though on this note, I spent the last few weeks doing a Rogue addon that I'm just tidying up the artwork for, and tweaking a few talents. DarkGod took a look and said that some (not all, as some changes are a bit too much to my personal taste) might go in, so hopefully that'll help Rogue out.