I would vote to have less rogues to have a more flavor spread of classes, just my preference, definitely keep at least one rogue though. I would suggest adding wizard or druid (evac!) to help with porting around and maybe SOW, if a shaman isn't a choice.
Secondly, warriors will have hard time keeping agro until they have high taunt, weapons that proc, and good gear. Root will help but with nukes from caster classes the root will break often. I believe if possible for the chosen race, that a SK or Paladin would best suit for snap agro in this type of fun experimental group.
I also highly suggest a necromancer when possible, they have tons of utility, one of the many being mana for the main healer and during buffing sessions.
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