The Rook has been taking a lot of flak lately for it's generally unrivalled stopping power and durability, but I would like to clear up a few things and also make some suggestions to improve and rebalance my favorite DG.
The first and foremost issue with the Rook is it’s combination with the Staff of Renewal favor item, using this item (and rank 2 or better boulder roll) the Rook can almost guarantee a kill on any demigod at 100% HP or a well equipped Sedna/Rook at 75% HP or lower… without exception. The only other DG that can use the staff at near that effectiveness would probably be Regulus, but he would probably enjoy other favor items more.
Now regarding play without favor items against the Rook the best approach is to bleed it on it’s greatest weakness: energy. In early to mid match the Rook will only have a small energy pool to deploy it’s abilities with. Play chicken with the Rook and get it to swing it’s hammer at nothing. Every time that hammer lands without effect the Rook is increasingly less likely to be able to continue countering you, calling it’s bluff with regards to low energy is another matter entirely however. Also make sure you keep an eye out for mana potion use.
This leads me into how I would like to see the Rook rebalanced so he has multiple options with regard to builds and play style as well as not being the one trick hammer slam pony he is now.
A rebalancing of the Rook’s hammer is probably most important so instead of making the progression heavily damage based with the slowing effect at the end of the chain (lvl 15) we could have the slowing effect proc on the wide area damage as well and do something like:
500 dmg, 20% slow (lvl 1)
900 dmg, 20% slow (lvl 4)
1300 dmg, 30% slow (lvl 7)
1700 dmg, 40% slow (lvl 10)
2100 dmg, 50% slow (lvl 15)
With the Rook’s hammer at lower damage and possibly hitting a lower radius the ability becomes less of a one shot tool and allows it to aide allies who can benefit from the slowing effect it gives in close quarters 2v2.
I would love to be able to target the hammer directly at the ground (sort of like the Boulder Roll ability) so the attack can charge up while the enemy is moving towards me, this could make up for a lower area of effect and give the Rook a chance to strike at his feet to avoid people running between it’s legs.
Boulder Roll is a fun ability and I definitely enjoy the fake outs and dancing in an attempt to avoid it or trying to land a hit with it myself. It could be tweaked for a lower stun time and possibly a secondary effect that reduces movement speed and possibly chance to hit for a short duration, though I think it is cool the way it is.
Power of the Tower in my opinion is where the Rook needs some serious work, the towers just don’t amount to anything even at the highest level. With max level PoT and the shoulder mounted light cannon you are going to get something around 100 damage a hit at level 20, it barely phases the grunts never mind a DG. I’d like to see the duration of these towers increased to make a network more feasible and low maintenance. If the damage dealt by the Rook’s network was increased based on the number of towers striking (max out around 300-350 with max towers at 20, and minus the NPC network, that would be over the top) the Rook could have a very effective zone defense set combining PoT, Structural transfer to heal off his own towers, the stat bonus skill, and a low level boulder roll to keep enemies off your turf while soaking up points that would generally be used in Hammer Slam / Boulder Roll.
Other than that I think the Rook is extremely fun to play and definitely lands itself as my favorite assassin if not Demigod in general.