WoW Forever Rogue PvP Guide

Rogues decide when a fight starts. In WoW Forever, Sap no longer breaks Stealth, Premeditation becomes a 16-point talent, and poisons gain charges and can share a weapon with Sharpening Stones and Weightstones.

Sources checked
Tested in game
Not yet
Updated
PvP roles
Single-target melee damage and control, starting from Stealth
Alliance races
Dwarf, Gnome, Human, Night Elf, High Order Skyborne
Horde races
Orc, Troll, Undead, Windshaper Skyborne
Strengths
Stealth, control and poisons, plus the best single-target melee damage potential of any class
Weakness
Long defensive cooldowns: Vanish, Evasion and Sprint are 5 minutes each (Endurance cuts Sprint and Evasion to 2)

Rogue talents for PvP

Talents start at level 10, with one-point milestone talents at 11, 16, 21 and 31 points. At the beta's level 30 cap you have 21 points, or a few more with the Legacy perk Talented. That is enough for a tree's 21-point talent, not its 31-point capstone. Dual Specialization opens at level 40. Talent changes below are from Blizzard's October 7 class preview; numbers Blizzard did not give are from Wowhead's Forever tooltips.

Subtlety: Stealth openers and control

TalentWhat it does
CamouflageRow 1Moved up from row 2. Stealth slows you 15% less and its cooldown is 6 seconds shorter.
Master of DeceptionNow 3 points instead of 5 for the same effect: enemies detect your Stealth as if you were 3 levels higher.
Dirty TricksRow 2Formerly Improved Sap, moved up from row 4. Sap and Blind cost 50% less Energy.
Improved AmbushRow 2Moved up from row 3. Ambush gains 45% critical strike chance.
InitiativeWith 3 points, Ambush, Garrote and Cheap Shot always add an extra Combo Point.
SetupWith 3 points, dodging your current target's attack or fully resisting its spell always adds a Combo Point.
Improved DistractRow 3New. Distract covers 5 more yards and lowers enemy Stealth detection by 2 more levels.
Heightened SensesRow 4Moved up from row 5. You detect Stealth as if 3 levels higher, and spells and ranged attacks hit you 6% less often.
Premeditation16-point talentMoved up from the 31-point capstone. Adds 2 Combo Points to your target, which now last 20 seconds. 2-minute cooldown.
Dirty DeedsGarrote no longer needs you behind the target, and Cheap Shot and Garrote cost 20 less Energy.
Ghostly Strike and HemorrhageBoth deal more weapon damage with a dagger: Ghostly Strike 180% instead of 125%, Hemorrhage 145% instead of 100%. Ghostly Strike also adds 15% dodge for 7 seconds.
QuietusRow 6New; requires Dirty Deeds. Sinister Strike, Ghostly Strike and Hemorrhage deal 10% more damage to targets below 35% health.
CutthroatRow 6New. Backstab has a 15% chance to let your next Ambush within 10 seconds be used without Stealth.

Combat: weapons, defense and Eviscerate

TalentWhat it does
Improved EviscerateRow 1Moved here from Assassination. Eviscerate deals 20% more damage.
PrecisionNow raises your hit chance with all attacks and spells, including poisons.
DeflectionTwice as much Parry chance per point.
EnduranceSprint and Evasion cooldowns are 60% shorter: 2 minutes instead of 5.
Hack and SlashRow 5New; replaces the four weapon specializations. Axes and swords get a 5% chance of an extra attack, daggers and fist weapons get 5% critical strike chance, and maces ignore 15% of armor instead of stunning.
Weapon ExpertiseRedesigned: lowers your target's chance to dodge or parry your attacks.
Flawless Execution16-point talentNew. Eviscerate costs 10 less Energy.
Blade Flurry25 Energy, 2-minute cooldown. For 15 seconds you attack 20% faster and your melee attacks also hit a second nearby enemy.

Assassination: daggers, poisons and Cold Blood

TalentWhat it does
Improved GougeRow 1Moved here from Combat. Gouge lasts 2 seconds longer.
MaliceCritical strike chance now applies to all attacks and poisons.
Improved Kidney ShotTargets of your Kidney Shot take 10% more damage, now only from your own attacks and poisons, not your allies'.
Cold Blood16-point talentMoved up from the 21-point talent. Your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance. 3-minute cooldown.
Seal FateNo longer requires Cold Blood.
Improved PoisonsAlso gives poisons a 50% chance not to use a charge.
VigorRow 5Raises maximum Energy by 10. Now 2 points instead of the 31-point capstone.
Mutilate21-point talentNew. 60 Energy: strike with both weapons, which must be daggers, for 2 Combo Points. Deals 20% more damage to poisoned targets. Rank 1 needs level 30.

Which tree to play

  • Subtlety is our starting pick for battlegrounds at level 30. Premeditation, Initiative and Dirty Deeds give your openers more Combo Points for less Energy, and Dirty Tricks halves the cost of Sap.
  • Combat works with every weapon type and holds up better against melee: Endurance cuts Sprint and Evasion to 2 minutes, and Deflection adds Parry.
  • Assassination needs a dagger in each hand for Mutilate, which takes all 21 points at level 30. Cold Blood (16 points) makes your next Ambush or Eviscerate a near-certain critical strike.

Rogues can now use one-handed axes. Ambush and Backstab need a dagger in the main hand. Blizzard built Quietus for Sinister Strike builds and Cutthroat for Backstab builds.

Key Rogue abilities

October 15 fixes stop Sap from triggering weapon procs and stop poisons from triggering merely because someone attacks you. Cold Blood is now consumed when Mutilate critically hits. The talent choices below remain our starting priorities; these fixes do not establish a new strongest build.

Unless an October 15 amendment is noted, values are the first rank from Wowhead's Forever database, datamined beta game data checked October 12; higher ranks last longer or hit harder. Sap, Distract and the openers are in the next section.

AbilityLevelCooldownUse it to
Stealth110 secMove unseen, 50% slower (40% from rank 2 at level 20).
Kidney Shot3020 secStun after your opener: 1 second per Combo Point, up to 5 seconds. Finishing move, 25 Energy.
Gouge610 secIncapacitate a target that faces you for 4 seconds so you can get behind it or reset. Any damage breaks it, including Kick. 45 Energy.
Kick1210 secInterrupt a cast and lock that spell school for 5 seconds. 25 Energy.
Sprint105 minRun 50% faster for 15 seconds without leaving Stealth.
Evasion85 minRaise your dodge chance by 50% for 15 seconds.
Vanish225 minDrop into improved Stealth for 10 seconds and shed slows and roots. Uses a Flash Powder.
Blind345 minDisorient a target within 10 yards for up to 10 seconds; damage breaks it. Uses a Blinding Powder. Above the beta's level cap.

Sap, Distract and Stealth openers

Sap no longer breaks Stealth, so you can Sap one enemy and stay hidden to open on another. Sap works only on Humanoids out of combat, one target at a time, and any damage frees the target.

AbilityLevelEnergyEffect
Sap1065Incapacitate for 25 seconds (35 at rank 2, level 28).
Distract2230Draw nearby enemies' attention to a point up to 30 yards away. For 10 seconds they detect Stealth as if 1 level lower, but players learn a Rogue is near. 30-second cooldown.
Cheap Shot2660Stun for 4 seconds and gain 2 Combo Points.
Garrote1450Bleed over 18 seconds; 1 Combo Point. You must be behind the target unless you have Dirty Deeds.
Ambush1860250% weapon damage plus 70; 1 Combo Point. Use it from behind, with a dagger in the main hand.

Premeditation adds 2 Combo Points and Cheap Shot 2 more, plus 1 from Initiative: 5 in all, for a full 5-second Kidney Shot at level 30.

Poisons in Forever

All poisons have more charges, and a poison can now share a weapon with a Sharpening Stone or Weightstone. Each coat lasts 30 minutes; the level is when you can make the poison.

PoisonLevelEffect (first rank)
Crippling Poison2030% chance per hit to slow the target by 50% for 12 seconds.
Instant Poison2020% chance per hit to deal 13–17 Nature damage. 60 charges.
Mind-numbing Poison2420% chance per hit to make the target's casts 40% slower for 10 seconds. 75 charges.
Deadly Poison3030% chance per hit to deal 24 Nature damage over 12 seconds, stacking 5 times. 90 charges.
Wound Poison3230% chance per hit to cut healing received by 67 for 15 seconds, stacking 5 times. 90 charges. Above the beta's level cap.

Our battleground pick: Crippling Poison on one weapon to stop kiters and flag carriers, and Mind-numbing Poison against casters or Instant Poison for damage on the other.

Best racials for a Rogue

Pick your faction first, then the racial that answers what kills you most. Unchanged cooldowns are datamined Wowhead values checked October 12; the October 15 Blizzard update supplies the amendments below. The race guide compares every racial.

RaceRacialWhy it helps
HumanWill to Survive, Perception (3 min each)Will to Survive removes all stuns. Perception detects Stealth for 20 seconds. Ruthless adds 2% critical strike chance with any weapon, replacing Sword Specialization.
Night ElfShadowmeld (10 sec), Elune's Light (3 min)Stealth while standing still; using it in combat raises the cooldown to 2 minutes. Elune's Light adds 10% critical strike chance for 15 seconds.
DwarfStoneform (3 min)Removes and blocks bleeds, poisons and diseases, and cuts physical damage by 10% for 8 seconds. Earth Fury adds 2% critical damage and healing.
GnomeEscape Artist, Eureka! (2 min each), Expansive MindEscape Artist breaks roots and snares and blocks them for 3 seconds. Eureka! now lasts 8 seconds with no charges: non-periodic damaging abilities cost 10% less Energy and deal 10% more damage. Expansive Mind adds 5% maximum Energy.
High Order SkyborneWind Blessed (passive)3% haste.
OrcHardiness, Blood Fury (3 min)Stuns on you last 20% less. Blood Fury adds 10% Attack Power for 15 seconds, and Savage adds 1% critical strike chance with any weapon.
UndeadWill of the Forsaken (2 min)Removes Charm, Fear and Sleep. It gives no immunity afterwards. Since October 15, Will of the Forsaken is unavailable during Scatter Shot.
TrollBerserking (3 min)10% attack speed for 10 seconds, and Regeneration bonuses rise to 20% (October 15).
Windshaper SkyborneSkysight (2 min), Wind BlessedSkysight adds 10% movement speed for 30 seconds, or 15 minutes near an elemental convergence. Wind Blessed adds 3% haste. Skysight can now be cast while moving.

Fight tips

  • Against healersSap the healer before the fight starts, then open on their partner from Stealth. Kick a heal to lock that spell school for 5 seconds, and use Mind-numbing Poison to slow their other casts.
  • Against Warriors and other meleeGouge buys 4 seconds to reset, and Crippling Poison slows them when you need distance. Evasion still helps, but each dodge lets a Warrior in Battle Stance use Overpower.
  • Against Mages and other kitersSprint does not break Stealth, so close the gap before you open. Vanish sheds slows and roots and gives you a second opener.
  • Against Rogues and DruidsHuman Perception and Heightened Senses help you spot them before they open.
  • Against Dwarves and GnomesStoneform removes and blocks your poisons and Garrote's bleed for 8 seconds, so open on a Dwarf with Cheap Shot rather than Garrote. Escape Artist removes Crippling Poison's slow.

Recent Rogue changes

  • Sap now flags you for PvP when you use it on a PvP-flagged player.
  • The beta opened to level 30. Setup only adds Combo Points to your current target when that target is the one you dodged or resisted. A missed Expose Armor no longer loses all your Combo Points. The Cooldown Manager now supports Rogues.
  • Class preview: Sap keeps Stealth, Distract lowers Stealth detection, poisons gain charges and work alongside weapon stones, Rogues can use one-handed axes, and the talent changes above.
  • Critical strikes in PvP no longer have reduced effect.

For consumables, engineering items and Legacy choices, see PvP preparation.

Sources

Guide changes

: Audited talent choices and control advice; added relevant proc fixes and updated racial choices. Earlier spell-data values retain their October 12 check date.

: Rewritten with talents by tree, key abilities, Stealth openers, poisons, racials and fight tips.