Disagree with the abilities suck statement.
1) Archers/Tower of Light/Treb/Poison -- Useful since nothing better to invest in, auto targeting abilities to kill minotaurs.
If you combo your tower of light with your summoned ones, or just stand near your own sides towers while defending, you get a nice damage boost.
2) Hammer slam: SLOW. By the time the hammer slams a BASE rook level 15 does more damage or equal damage by just attacking a DG.
Hammer slam does decent damage and splash, plus you are supposed to use it as a finisher for a weakeaned and/or stunned enemy, its perfectly fine.
3) Rock throw: Useful to stop enemies from fleeing. A nice bonus that it also does damage...
So whats wrong with it? its very useful both solo and teamplay
4) God strength: Yea its good since it adds damage. Nothing else to invest in anyways.
Rather than buying an item to boost your damage you got an ability instead. You save both money and can buy other iteams that you need, 50 /100/ 150 extra damage is nothing to laugh at.
5) Towers: I rather save mana for rock throw. Level 1 useful if structural drain is your prefered skill tree path.
If you want to use towers, you have to go all out on towers. If i'm going towers, i regularly pull out 4-8 minimum near a combat zone. Its static but its not useless.
6) Structural Drain: Um... its nice that it heals the rook, thats it. Level 1 tower + this is all you need for healing. However the last part of the ability +150% mana regen is stupid. You waste 600 mana to cast it, and that effect should just say "Reduces the cost of the structural drain to 300" and it would be more useful. Also I can do more damage to a structure with regular attacks than the drain does (without item upgrades)!
It stacks with your other mana regen stuff, so you might even use the ability for no many cost at all.
Well, its up to each players perception, but in my eyes Rook is just nice, maybe abit OP in the right hands.