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Rogue PvE
Rotations & Guide · PvE · PvP · Builds · Abilities · Talent Calculator · Macros · Changes vs Classic
Rogues are energy-based melee assassins built around combo points, finishers and stealth openers. Forever gives them Mutilate (an Assassination talent at 30) and the Venom finisher (the Assassination capstone, boosting poison damage and application), Coup de Grace for Deadly Poison Eviscerates, and the Combat talents Puncturing Wounds for Backstab crits and Flawless Execution, which makes Eviscerate cheaper.
Assassination Rogue PvE guide
At level 20, Assassination in a dungeon is a Slice and Dice and Eviscerate spec: Malice adds crit to everything, Improved Slice and Dice keeps the buff up for longer, and Ruthlessness and Relentless Strikes make each finisher help pay for the next. Its signature Forever tools arrive at 30, the current beta cap: Mutilate, a tier 5 talent, and Coup de Grace from the trainer. Venom, the tier 7 capstone, needs level 40, above the cap. For now you stand behind the tank's target and alternate Backstab or Sinister Strike with Eviscerate.
Your job in a group
Single-target melee damage from behind the tank's target, and a reliable interrupt: Kick locks a caster out of that spell school. Before a pull, Sap one Humanoid out of the pack from Stealth so the tank faces one fewer mob, and Gouge a loose add that nobody else is hitting. You have no area damage at 20, so kill mobs in the order the tank marks them and use Feint to stay below the tank's threat. Don't pull; stay in Stealth until the tank has the mobs' attention.
Opener
- Stealth: Stay stealthed while the tank sets up; rank 2, trained at 20, slows you by 40% instead of 50%.
- Sap: Before the pull, Sap one Humanoid the group isn't ready to fight. It lasts up to 25 sec and doesn't break Stealth, so you can still open afterwards. Any damage breaks it, so tell the group which mob it is.
- Ambush: Once the tank has the target's attention, Ambush from behind with a main-hand dagger for 250% weapon damage plus a flat bonus.
- Slice and Dice: On any pull that will last, spend the first 1 or 2 points here; the 20% attack speed is the same at every point count, only the duration grows.
- Backstab: Your builder from behind with a main-hand dagger: 150% weapon damage plus a flat bonus. With any other weapon, build with Sinister Strike instead.
- Eviscerate: Spend 5 points: at 5 points Relentless Strikes always gives Energy back, and Ruthlessness may put a point straight back on the target. Spend points before a mob dies, since they stay on that target.
Cooldowns
- Kick: Interrupt heals and dangerous casts; the target can't cast spells of that school for 5 sec. On caster pulls, keep enough Energy for it.
- Feint: Use it when you're close to the tank's threat, especially right after a big Eviscerate crit.
- Evasion: If a mob turns on you anyway, 50% more dodge for 15 sec keeps you alive until the tank takes it back.
- Gouge: Hold a loose add for 4 sec while the tank picks it up. It must be facing you, and any damage breaks it, so don't use it next to area damage.
- Sprint: 50% more speed for 15 sec to reach a caster standing at range, or to get out of a pull that has gone wrong.
Stats
Hit, Agility, Critical Strike, Attack Power, Strength. Hit first, so Backstab, Eviscerate and Kick land. Agility is the main stat on Rogue gear, and Critical Strike stacks with Malice. Attack Power and Strength come after. Your main-hand weapon matters more than any single stat, because Backstab and Ambush deal a percentage of its weapon damage and Sinister Strike adds to it.
Tips
- Use the hardest-hitting main-hand dagger you can find. Backstab and Ambush deal a percentage of weapon damage, so a bigger dagger hit raises both.
- Puncturing Wounds, the Forever talent that makes Backstab crit far more often, sits in Combat's second tier, not in Assassination. If you want a crit-heavy dagger Backstab in groups at 20, the Combat dungeon build takes it.
- Relentless Strikes gives each finisher a 20% chance per combo point to restore 25 Energy, so 5-point Eviscerates and Slice and Dice refreshes always pay some Energy back.
- Sap doesn't break Stealth in Forever, so you can Sap one mob and still Ambush the tank's target.
- Rupture is weak at 20: rank 1 lists 87 damage over 16 secs at 5 points before Attack Power. Eviscerate is the better finisher on almost every pull.
- Assassination has no area damage at 20. On trash packs, stay on the tank's first target and spend combo points before it dies.
Combat Rogue PvE guide
Combat is the steady, forgiving damage spec, and in Forever it's also the dagger Backstab spec: Puncturing Wounds, a tier 2 Combat talent, makes Backstab crit far more often and often add a second combo point. The level 20 dungeon build pairs it with Improved Eviscerate, Improved Sinister Strike and Precision; at 30 it reaches Flawless Execution, Dual Wield Specialization and Blade Flurry, Combat's cleave and burst cooldown. With a sword, mace, axe or fist weapon, Sinister Strike is your builder instead.
Your job in a group
Steady single-target melee damage with any weapon type, and an interrupt: Kick locks a caster out of that spell school. Before a pull, Sap one Humanoid out of the pack from Stealth, and Gouge a loose add that nobody else is hitting. You have no area damage at 20, so follow the tank's kill order and Feint when you get close to the tank's threat. At 30, Blade Flurry adds cleave on pairs of mobs, but it breaks Sap and Gouge on anything nearby.
Opener
- Stealth: Wait in Stealth while the tank pulls; rank 2, trained at 20, slows you by 40%.
- Sap: Before the pull, take one Humanoid out for up to 25 sec; it doesn't break Stealth, so you can still open.
- Ambush: With a main-hand dagger, open from behind once the tank has the mob: 250% weapon damage plus a flat bonus.
- Garrote: The opener without a dagger; the bleed runs for 18 sec, so save it for mobs that will live that long.
- Slice and Dice: First finisher at 1 or 2 points; the 20% attack speed speeds up both weapons.
- Backstab: Main builder from behind with a main-hand dagger; Puncturing Wounds adds crit chance and a chance at a bonus combo point.
- Sinister Strike: When a mob turns to face you, or as your main builder with any other weapon; cheaper with Improved Sinister Strike.
- Eviscerate: 5-point finisher while Slice and Dice is running; Improved Eviscerate adds damage.
Cooldowns
- Kick: Interrupt heals and dangerous casts; the target can't cast spells of that school for 5 sec.
- Feint: Lower your threat when you're close to the tank's, before a mob turns on you.
- Evasion: If a mob turns on you, 50% more dodge for 15 sec buys time for the tank.
- Gouge: Hold a loose add for 4 sec while the tank picks it up; any damage breaks it.
- Sprint: 50% more speed for 15 sec to reach a caster at range or get out of a pull gone wrong.
Stats
Hit, Agility, Critical Strike, Attack Power, Strength. Hit first, so Backstab, Kick and both weapons' swings land. Then Agility and Critical Strike, then Attack Power and Strength. Your main-hand weapon's damage matters most, since Backstab deals a percentage of it and Sinister Strike adds to it; the off-hand gains value at 30 with Dual Wield Specialization.
Tips
- Refresh Slice and Dice before it drops. At 20 Combat has no Energy regeneration talents, so faster swings from both weapons are a steady share of your damage.
- Puncturing Wounds only helps Backstab (and Mutilate), so the dungeon build is for a main-hand dagger. With a sword, mace, axe or fist weapon, put those three points into Malice in Assassination tier 1 and build with Sinister Strike.
- Improved Eviscerate is in Combat's first tier in Forever: 20% more Eviscerate damage at 3/3, the first points every Combat build takes.
- Kick costs 25 Energy and has a 10 sec cooldown, so on caster pulls don't drain your Energy right before a cast you need to stop.
- At 30, never press Blade Flurry next to a Sapped or Gouged mob: the extra hits break it.
Subtlety Rogue PvE guide
Subtlety at 20 is an opener and dagger spec. Opportunity makes Backstab, Garrote and Ambush hit harder, Improved Ambush makes the opener crit, and Ghostly Strike is an extra builder that works from any angle and raises your dodge. Dungeons suit it, because you can stay behind the target; at 30 the dungeon build reaches Serrated Blades and Hemorrhage, and Rupture becomes a real finisher.
Your job in a group
Single-target melee damage from behind the tank's target, interrupts with Kick, Sap on a Humanoid before the pull and Gouge on a loose add. Dirty Tricks halves Sap's Energy cost, so you can Sap before the pull and still open with Ambush, and Camouflage lets you restealth between pulls for another Ambush. You have no area damage at 20; kill targets in the tank's order and Feint when you get close to the tank's threat.
Opener
- Stealth: Stay stealthed while the tank sets up; rank 2 slows you by 40%, and Camouflage reduces that further.
- Sap: Before the pull, remove one Humanoid for up to 25 sec; it doesn't break Stealth, so you can still Ambush.
- Ambush: With a main-hand dagger once the tank has the target: 250% weapon damage plus a flat bonus; Opportunity adds damage and Improved Ambush crit chance.
- Ghostly Strike: Use it whenever it's available: 180% weapon damage with a main-hand dagger, from any angle, plus 15% dodge for 7 sec.
- Slice and Dice: 1 or 2 points on longer pulls for 20% attack speed.
- Backstab: Your filler builder from behind: 150% weapon damage plus a flat bonus, boosted by Opportunity.
- Eviscerate: 5-point finisher; spend points before a mob dies, since they stay on that target.
Cooldowns
- Kick: Interrupt heals and dangerous casts; that school stays locked for 5 sec.
- Feint: Use it when you're close to the tank's threat, especially right after an Ambush crit.
- Evasion: If a mob turns on you, 50% more dodge for 15 sec, on top of Ghostly Strike's bonus.
- Gouge: Hold a loose add for 4 sec while the tank picks it up; any damage breaks it.
- Stealth: Between pulls, re-enter Stealth as soon as Camouflage's shorter cooldown allows, so every pull starts with Ambush.
Stats
Hit, Agility, Critical Strike, Attack Power, Strength. Hit first, so your Ambush, Backstab and Kick land. Agility and Critical Strike next; Critical Strike adds to Improved Ambush's bonus on your opener. The main-hand dagger's damage matters most, because Ambush, Backstab and Ghostly Strike are all percentages of it.
Tips
- Every pull can start with Ambush: Camouflage at 3/5 shortens Stealth's cooldown by 4 sec, so you're usually back in Stealth before the tank pulls again.
- Ghostly Strike costs 40 Energy and has a 20 sec cooldown in the client; press it whenever it's ready, and lean on its dodge if a mob turns on you.
- Rupture is weak at 20 (87 damage over 16 secs at 5 points before Attack Power). Use Eviscerate until Serrated Blades and Hemorrhage at 30.
- Opportunity boosts Backstab, Garrote and Ambush, so Subtlety wants a main-hand dagger even more than Assassination does.
- Sap doesn't break Stealth in Forever, and Dirty Tricks halves its cost: Sap one Humanoid, then Ambush the tank's target.
Checked against WoW Forever beta build 1.60.1.70170.
Best in slot gear at any level: Assassination, Combat, Subtlety
Rogue abilities
- Vanished
- Eviscerate (level 1)
- Sinister Strike (level 1)
- Stealth (level 1)
- Backstab (level 4)
- Pick Pocket (level 4)
- Gouge (level 6)
- Evasion (level 8)
- Sap (level 10)
- Slice and Dice (level 10)
- Sprint (level 10)
- Kick (level 12)
- Expose Armor (level 14)
- Garrote (level 14)
- Feint (level 16)
- Ambush (level 18)
- Rupture (level 20)
- Distract (level 22)
- Vanish (level 22)
- Detect Traps (level 24)
- Cheap Shot (level 26)
- Coup de Grace (level 30)
- Disarm Trap (level 30)
- Kidney Shot (level 30)
- Blind (level 34)
- Safe Fall (level 40)