WoW Forever guide

WoW Forever Rogue Guide: Talents, Rotation and Weapons

Build your WoW Forever Rogue with Combat, Mutilate and Subtlety talent trees, leveling orders, poison rules, control, exact gear, enchants and macros.

WoW Forever Rogue Guide: Talents, Rotation and Weapons14 minutes
On this pageOverview1 / 13

Overview

RogueWoW Forever · Class overview

A stealth melee fighter who turns preparation into control and efficient finishers. Match weapons to your attacks, maintain poisons and use control before a pull becomes chaotic.

Damage styleBuilders set up finishers; weapon requirements still matter.
Area damageCleave depends on the talents you actually select.
ControlSap, Distract and an interrupt support careful pulls.
SurvivalEvasion and Vanish are recovery tools, not permission to ignore threat.
PreparationPoisons can coexist with temporary weapon stones.
Class profile
Role
Melee DPS
Primary stats
Agility · weapon damage
Combat range
Melee
Resource
Energy · combo points

Choose Combat for a flexible first leveling route with Sinister Strike, Riposte and Blade Flurry. Choose Assassination when you have two usable daggers and want to build around Mutilate, poisons and Venom. Choose Subtlety for stealth setup, control and a Hemorrhage/Rupture loop, with different opening attacks for daggers and other weapons.

Reviewed November 2, 2026. All three 51-point builds were entered in the current Forever calculator and checked for rows, prerequisites and totals. Selected talent ranks, equipment and enchant references use the Forever database. These are practical starting routes, not simulated raid rankings or claims of live level-60 testing.

Pick the Build That Fits Your Weapons

Three weapon and resource plans

RouteCore attacksWhat you need
Combat · 20/31/0Sinister Strike, Riposte opportunities and Blade Flurry.A current melee weapon set; flexible weapon types.
Assassination · 31/18/2Mutilate with poison support, Venom and Slice and Dice.Two daggers and current poison preparation.
Subtlety · 11/9/31Hemorrhage/Rupture with stealth setup and Quietus.A weapon that fits the chosen opener; a dagger for Ambush/Backstab.

The numbers mean Assassination / Combat / Subtlety. Talents ordinarily begin at 10, with one point per level and 51 at 60. The Talented Legacy perk can move the starting level earlier without increasing the maximum. Change talents at a class trainer; Dual Specialization opens at 40.

A Rogue can learn one-handed axes in Forever, but weapon access is not the same as attack access. Backstab and Ambush require a main-hand dagger and positioning; Blizzard’s Mutilate design requires daggers in both hands. An attractive axe does not satisfy those dagger requirements.

Combat · 20/31/0Flexible leveling route with Riposte, Blade Flurry and Adrenaline Rush.

Gold icons are allocated. Tap a talent for its name, selected-rank effect and prerequisites; unselected talents show a maximum-rank reference.

Combat31 points
3/3
Improved Eviscerate

This build: 3/3.

Increases the damage done by your Eviscerate ability by 20%.

First row; no earlier points required.
0/3
Puncturing Wounds

Not selected. Maximum rank 3 reference:

Increases the critical strike chance of your Backstab by 30% and your Mutilate by 15%, and gives Backstab a 45% chance to add an additional Combo Point.

Requires 5 points in Combat Talents
1/1
Adrenaline Rush

This build: 1/1.

Increases your Energy regeneration rate by 100% for 15 sec.

Requires 30 points in Combat Talents
2/2
Weapon Expertise

This build: 2/2.

Reduces the chance for your attacks to be Dodged or Parried by 2%.

Requires 25 points in Combat Talents; Requires 1 point in Blade Flurry
5/5
Hack and Slash

This build: 5/5.

Gives your melee weapon attacks a benefit depending on the weapon. Axe/Sword: Your successful melee attacks have a 5% chance to trigger an extra attack on the target. Dagger/Fist: Increases your critical strike chance by 5%. Mace: Your attacks ignore 15% of your target's armor. (Proc chance: 1%, 200ms cooldown)

Requires 20 points in Combat Talents
1/1
Blade Flurry

This build: 1/1.

Increases your melee attack speed by 20% and your melee attacks strike an additional nearby opponent. Lasts 15 sec.

Requires 20 points in Combat Talents
2/3
Aggression

This build: 2/3.

Increases the damage of your Sinister Strike, Backstab, and Eviscerate abilities by 4%.

Requires 25 points in Combat Talents
0/2
Improved Sprint

Not selected. Maximum rank 2 reference:

Gives a 100% chance to remove all movement impairing effects when you activate your Sprint ability.

Requires 10 points in Combat Talents
0/2
Improved Kick

Not selected. Maximum rank 2 reference:

Gives your Kick ability a 100% chance to Silence the target for 2 sec.

Requires 15 points in Combat Talents
1/1
Riposte

This build: 1/1.

A strike that becomes active after parrying an opponent's attack.  This attack deals 150% weapon damage and disarms the target for 6 sec.

Requires 10 points in Combat Talents; Requires 3 points in Deflection
0/2
Endurance

Not selected. Maximum rank 2 reference:

Reduces the cooldown of your Sprint and Evasion abilities by 60%.

Requires 10 points in Combat Talents
3/3
Precision

This build: 3/3.

Improves your chance to hit by 3%.

Requires 5 points in Combat Talents
3/3
Deflection

This build: 3/3.

Increases your Parry chance by 6%.

Requires 5 points in Combat Talents
5/5
Dual Wield Specialization

This build: 5/5.

Increases the damage done by your off-hand weapon by 25%.

Requires 15 points in Combat Talents; Requires 3 points in Precision
2/2
Improved Sinister Strike

This build: 2/2.

Reduces the Energy cost of your Sinister Strike ability by 5.

First row; no earlier points required.
0/1
Flawless Execution

Not selected. Maximum rank 1 reference:

Reduces the Energy cost of your Eviscerate ability by 10.

Requires 15 points in Combat Talents
3/5
Lightning Reflexes

This build: 3/5.

Increases your Dodge chance by 3%.

First row; no earlier points required.
Assassination20 points
0/1
Mutilate

Not selected. Maximum rank 1 reference:

Instantly attacks with both weapons for 75% weapon damage plus an additional 17 with each weapon. Damage increased by 20% against Poisoned targets. Awards 2 Combo Points.

Requires 20 points in Assassination Talents
0/5
Seal Fate

Not selected. Maximum rank 5 reference:

Your critical strikes from abilities that add Combo Points have a 100% chance to add an additional Combo Point. (500ms cooldown)

Requires 25 points in Assassination Talents
0/2
Improved Kidney Shot

Not selected. Maximum rank 2 reference:

Enemies Stunned by your Kidney Shot ability take 10% increased damage from your poisons and attacks.

Requires 20 points in Assassination Talents
0/1
Venom

Not selected. Maximum rank 1 reference:

Finishing move that increases the damage of your Poisons by 30% and your chance to apply Poisons by 10%. Lasts longer per combo point: 1 point  : 9 sec 2 points: 12 sec 3 points: 15 sec 4 points: 18 sec 5 points: 21 sec

Requires 30 points in Assassination Talents; Requires 1 point in Mutilate
0/5
Improved Poisons

Not selected. Maximum rank 5 reference:

Increases the chance to apply Poisons to your target by 10%, and gives Poison applications a 50% chance to not consume a charge.

Requires 15 points in Assassination Talents
0/5
Vile Poisons

Not selected. Maximum rank 5 reference:

Increases the damage dealt by your poisons by 20% and gives your poisons an additional 40% chance to resist dispel effects.

Requires 15 points in Assassination Talents
1/1
Cold Blood

This build: 1/1.

When activated, increases the critical strike chance of your next Sinister Strike, Backstab, Ambush, Eviscerate, or Mutilate by 100%.

Requires 15 points in Assassination Talents
5/5
Lethality

This build: 5/5.

Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike, and Hemorrhage abilities by 20%.

Requires 10 points in Assassination Talents; Requires 5 points in Malice
0/2
Improved Expose Armor

Not selected. Maximum rank 2 reference:

Reduces the Energy cost of your Expose Armor ability by 10, and refunds 2 Combo Points when cast with 5 Combo Points. (500ms cooldown)

Requires 10 points in Assassination Talents
0/2
Vigor

Not selected. Maximum rank 2 reference:

Increases your maximum Energy by 10.

Requires 20 points in Assassination Talents
0/2
Murder

Not selected. Maximum rank 2 reference:

Increases all damage dealt by 4% against Humanoid and Giant targets.

Requires 5 points in Assassination Talents
3/3
Ruthlessness

This build: 3/3.

Gives your finishing moves a 60% chance to add a Combo Point to your target. (500ms cooldown)

Requires 5 points in Assassination Talents
5/5
Malice

This build: 5/5.

Increases your critical strike chance with all attacks and Poisons by 5%.

First row; no earlier points required.
2/2
Remorseless Attacks

This build: 2/2.

After killing a non-trivial enemy, gives you a 40% increased critical strike chance on your next Sinister Strike, Backstab, Ambush, Mutilate, or Ghostly Strike. Lasts 20 sec.

First row; no earlier points required.
3/3
Improved Slice and Dice

This build: 3/3.

Increases the duration of your Slice and Dice ability by 45%.

Requires 5 points in Assassination Talents
0/3
Improved Gouge

Not selected. Maximum rank 3 reference:

Increases the duration of your Gouge ability by 1.5 sec.

First row; no earlier points required.
1/1
Relentless Strikes

This build: 1/1.

Your finishing moves have a 20% chance per Combo Point to restore 25 Energy.

Requires 10 points in Assassination Talents

Open this exact build in the Forever calculator ↗

Read the complete allocation as text
  • Combat: Improved Sinister Strike 2/2
  • Combat: Improved Eviscerate 3/3
  • Combat: Precision 3/3
  • Combat: Deflection 3/3
  • Combat: Riposte 1/1
  • Combat: Lightning Reflexes 3/5
  • Combat: Dual Wield Specialization 5/5
  • Combat: Blade Flurry 1/1
  • Combat: Hack and Slash 5/5
  • Combat: Weapon Expertise 2/2
  • Combat: Aggression 2/3
  • Combat: Adrenaline Rush 1/1
  • Assassination: Malice 5/5
  • Assassination: Ruthlessness 3/3
  • Assassination: Improved Slice and Dice 3/3
  • Assassination: Relentless Strikes 1/1
  • Assassination: Lethality 5/5
  • Assassination: Cold Blood 1/1
  • Assassination: Remorseless Attacks 2/2
Assassination · 31/18/2Dual-dagger Mutilate and poison-buff finishers.

Gold icons are allocated. Tap a talent for its name, selected-rank effect and prerequisites; unselected talents show a maximum-rank reference.

Assassination31 points
1/1
Mutilate

This build: 1/1.

Instantly attacks with both weapons for 75% weapon damage plus an additional 17 with each weapon. Damage increased by 20% against Poisoned targets. Awards 2 Combo Points.

Requires 20 points in Assassination Talents
5/5
Seal Fate

This build: 5/5.

Your critical strikes from abilities that add Combo Points have a 100% chance to add an additional Combo Point. (500ms cooldown)

Requires 25 points in Assassination Talents
0/2
Improved Kidney Shot

Not selected. Maximum rank 2 reference:

Enemies Stunned by your Kidney Shot ability take 10% increased damage from your poisons and attacks.

Requires 20 points in Assassination Talents
1/1
Venom

This build: 1/1.

Finishing move that increases the damage of your Poisons by 30% and your chance to apply Poisons by 10%. Lasts longer per combo point: 1 point  : 9 sec 2 points: 12 sec 3 points: 15 sec 4 points: 18 sec 5 points: 21 sec

Requires 30 points in Assassination Talents; Requires 1 point in Mutilate
2/5
Improved Poisons

This build: 2/5.

Increases the chance to apply Poisons to your target by 4%, and gives Poison applications a 20% chance to not consume a charge.

Requires 15 points in Assassination Talents
5/5
Vile Poisons

This build: 5/5.

Increases the damage dealt by your poisons by 20% and gives your poisons an additional 40% chance to resist dispel effects.

Requires 15 points in Assassination Talents
1/1
Cold Blood

This build: 1/1.

When activated, increases the critical strike chance of your next Sinister Strike, Backstab, Ambush, Eviscerate, or Mutilate by 100%.

Requires 15 points in Assassination Talents
5/5
Lethality

This build: 5/5.

Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike, and Hemorrhage abilities by 20%.

Requires 10 points in Assassination Talents; Requires 5 points in Malice
0/2
Improved Expose Armor

Not selected. Maximum rank 2 reference:

Reduces the Energy cost of your Expose Armor ability by 10, and refunds 2 Combo Points when cast with 5 Combo Points. (500ms cooldown)

Requires 10 points in Assassination Talents
0/2
Vigor

Not selected. Maximum rank 2 reference:

Increases your maximum Energy by 10.

Requires 20 points in Assassination Talents
0/2
Murder

Not selected. Maximum rank 2 reference:

Increases all damage dealt by 4% against Humanoid and Giant targets.

Requires 5 points in Assassination Talents
3/3
Ruthlessness

This build: 3/3.

Gives your finishing moves a 60% chance to add a Combo Point to your target. (500ms cooldown)

Requires 5 points in Assassination Talents
5/5
Malice

This build: 5/5.

Increases your critical strike chance with all attacks and Poisons by 5%.

First row; no earlier points required.
0/2
Remorseless Attacks

Not selected. Maximum rank 2 reference:

After killing a non-trivial enemy, gives you a 40% increased critical strike chance on your next Sinister Strike, Backstab, Ambush, Mutilate, or Ghostly Strike. Lasts 20 sec.

First row; no earlier points required.
2/3
Improved Slice and Dice

This build: 2/3.

Increases the duration of your Slice and Dice ability by 30%.

Requires 5 points in Assassination Talents
0/3
Improved Gouge

Not selected. Maximum rank 3 reference:

Increases the duration of your Gouge ability by 1.5 sec.

First row; no earlier points required.
1/1
Relentless Strikes

This build: 1/1.

Your finishing moves have a 20% chance per Combo Point to restore 25 Energy.

Requires 10 points in Assassination Talents
Combat18 points
3/3
Improved Eviscerate

This build: 3/3.

Increases the damage done by your Eviscerate ability by 20%.

First row; no earlier points required.
3/3
Puncturing Wounds

This build: 3/3.

Increases the critical strike chance of your Backstab by 30% and your Mutilate by 15%, and gives Backstab a 45% chance to add an additional Combo Point.

Requires 5 points in Combat Talents
0/1
Adrenaline Rush

Not selected. Maximum rank 1 reference:

Increases your Energy regeneration rate by 100% for 15 sec.

Requires 30 points in Combat Talents
0/2
Weapon Expertise

Not selected. Maximum rank 2 reference:

Reduces the chance for your attacks to be Dodged or Parried by 2%.

Requires 25 points in Combat Talents; Requires 1 point in Blade Flurry
0/5
Hack and Slash

Not selected. Maximum rank 5 reference:

Gives your melee weapon attacks a benefit depending on the weapon. Axe/Sword: Your successful melee attacks have a 5% chance to trigger an extra attack on the target. Dagger/Fist: Increases your critical strike chance by 5%. Mace: Your attacks ignore 15% of your target's armor. (Proc chance: 1%, 200ms cooldown)

Requires 20 points in Combat Talents
0/1
Blade Flurry

Not selected. Maximum rank 1 reference:

Increases your melee attack speed by 20% and your melee attacks strike an additional nearby opponent. Lasts 15 sec.

Requires 20 points in Combat Talents
0/3
Aggression

Not selected. Maximum rank 3 reference:

Increases the damage of your Sinister Strike, Backstab, and Eviscerate abilities by 6%.

Requires 25 points in Combat Talents
0/2
Improved Sprint

Not selected. Maximum rank 2 reference:

Gives a 100% chance to remove all movement impairing effects when you activate your Sprint ability.

Requires 10 points in Combat Talents
0/2
Improved Kick

Not selected. Maximum rank 2 reference:

Gives your Kick ability a 100% chance to Silence the target for 2 sec.

Requires 15 points in Combat Talents
0/1
Riposte

Not selected. Maximum rank 1 reference:

A strike that becomes active after parrying an opponent's attack.  This attack deals 150% weapon damage and disarms the target for 6 sec.

Requires 10 points in Combat Talents; Requires 3 points in Deflection
1/2
Endurance

This build: 1/2.

Reduces the cooldown of your Sprint and Evasion abilities by 30%.

Requires 10 points in Combat Talents
3/3
Precision

This build: 3/3.

Improves your chance to hit by 3%.

Requires 5 points in Combat Talents
3/3
Deflection

This build: 3/3.

Increases your Parry chance by 6%.

Requires 5 points in Combat Talents
3/5
Dual Wield Specialization

This build: 3/5.

Increases the damage done by your off-hand weapon by 15%.

Requires 15 points in Combat Talents; Requires 3 points in Precision
2/2
Improved Sinister Strike

This build: 2/2.

Reduces the Energy cost of your Sinister Strike ability by 5.

First row; no earlier points required.
0/1
Flawless Execution

Not selected. Maximum rank 1 reference:

Reduces the Energy cost of your Eviscerate ability by 10.

Requires 15 points in Combat Talents
0/5
Lightning Reflexes

Not selected. Maximum rank 5 reference:

Increases your Dodge chance by 5%.

First row; no earlier points required.
Show the remaining support tree
Subtlety2 points
0/1
Premeditation

Not selected. Maximum rank 1 reference:

Adds 2 Combo Points to your target. You must add to or use those combo points within 20 sec or the combo points are lost.

Requires 15 points in Subtlety Talents
0/2
Dirty Deeds

Not selected. Maximum rank 2 reference:

Reduces the Energy cost of your Cheap Shot and Garrote abilities by 20, and your Garrote ability no longer requires you to be behind your target.

Requires 20 points in Subtlety Talents
0/1
Preparation

Not selected. Maximum rank 1 reference:

When activated, this ability immediately finishes the cooldown on your other Rogue abilities.

Requires 20 points in Subtlety Talents
0/2
Heightened Senses

Not selected. Maximum rank 2 reference:

Increases your Stealth detection as if you were 3 levels higher and reduces your chance to be hit by spells and ranged attacks by 4%.

Requires 15 points in Subtlety Talents
0/1
Hemorrhage

Not selected. Maximum rank 1 reference:

An instant strike that deals 100% weapon damage (145% if a Dagger is equipped) and causes the target to take 15% increased Rupture damage from the Rogue. Lasts 15 sec. Awards 1 Combo Point.

Requires 20 points in Subtlety Talents; Requires 3 points in Serrated Blades
0/3
Improved Ambush

Not selected. Maximum rank 3 reference:

Increases the critical strike chance of your Ambush ability by 45%.

Requires 5 points in Subtlety Talents
0/5
Cutthroat

Not selected. Maximum rank 5 reference:

Your Backstab has a 15% chance to cause your next Ambush within 10 sec to not require Stealth.

Requires 25 points in Subtlety Talents
0/3
Setup

Not selected. Maximum rank 3 reference:

Gives you a 100% chance to add a Combo Point to your target after Dodging one of their attacks or fully resisting one of their spells. (1s cooldown)

Requires 5 points in Subtlety Talents
0/3
Serrated Blades

Not selected. Maximum rank 3 reference:

Causes your attacks to ignore 9% of your target's Armor and increases the damage dealt by your Rupture ability by 30%.

Requires 15 points in Subtlety Talents
0/2
Elusiveness

Not selected. Maximum rank 2 reference:

Reduces the cooldown of your Vanish and Blind abilities by 90 sec.

Requires 5 points in Subtlety Talents
0/1
Ghostly Strike

Not selected. Maximum rank 1 reference:

A strike that deals 125% (180% if a Dagger is equipped in your Main Hand) weapon damage and increases your chance to dodge by 15% for 7 sec.  Awards 1 combo point.

Requires 10 points in Subtlety Talents
0/3
Initiative

Not selected. Maximum rank 3 reference:

Gives you a 100% chance to add an additional combo point to your target when using your Ambush, Garrote, or Cheap Shot ability.

Requires 10 points in Subtlety Talents
0/5
Camouflage

Not selected. Maximum rank 5 reference:

Reduces your speed penalty from your Stealth ability by 15% and reduces its cooldown by 6 sec.

First row; no earlier points required.
0/2
Dirty Tricks

Not selected. Maximum rank 2 reference:

Reduces the Energy cost of your Sap and Blind abilities by 50%.

Requires 5 points in Subtlety Talents
2/2
Opportunity

This build: 2/2.

Increases the damage dealt by your Backstab, Garrote, Ambush, and Mutilate abilities by 10%.

First row; no earlier points required.
0/3
Master of Deception

Not selected. Maximum rank 3 reference:

Reduces the chance enemies have to detect you while in Stealth mode as if you were 3 levels higher.

First row; no earlier points required.
0/1
Thousand Cuts

Not selected. Maximum rank 1 reference:

When your Rupture ability deals periodic damage, the Energy cost of your next Hemorrhage or Backstab ability within 10 sec is reduced by 3, stacking up to 5 times. (1.9s cooldown)

Requires 30 points in Subtlety Talents; Requires 1 point in Preparation
0/5
Quietus

Not selected. Maximum rank 5 reference:

Your Sinister Strike, Ghostly Strike, and Hemorrhage abilities cause 10% more damage against targets below 35% health.

Requires 25 points in Subtlety Talents; Requires 2 points in Dirty Deeds
0/2
Improved Distract

Not selected. Maximum rank 2 reference:

Increases the radius of your Distract ability by 5 yds, and further reduces the Stealth detection of distracted enemies as though they were an additional 2 levels lower.

Requires 10 points in Subtlety Talents

Open this exact build in the Forever calculator ↗

Read the complete allocation as text
  • Assassination: Malice 5/5
  • Assassination: Ruthlessness 3/3
  • Assassination: Improved Slice and Dice 2/3
  • Assassination: Relentless Strikes 1/1
  • Assassination: Lethality 5/5
  • Assassination: Cold Blood 1/1
  • Assassination: Vile Poisons 5/5
  • Assassination: Mutilate 1/1
  • Assassination: Improved Poisons 2/5
  • Assassination: Seal Fate 5/5
  • Assassination: Venom 1/1
  • Combat: Improved Sinister Strike 2/2
  • Combat: Improved Eviscerate 3/3
  • Combat: Puncturing Wounds 3/3
  • Combat: Precision 3/3
  • Combat: Deflection 3/3
  • Combat: Endurance 1/2
  • Combat: Dual Wield Specialization 3/5
  • Subtlety: Opportunity 2/2
Subtlety · 11/9/31Hemorrhage/Rupture, control and the Quietus low-health window.

Gold icons are allocated. Tap a talent for its name, selected-rank effect and prerequisites; unselected talents show a maximum-rank reference.

Subtlety31 points
1/1
Premeditation

This build: 1/1.

Adds 2 Combo Points to your target. You must add to or use those combo points within 20 sec or the combo points are lost.

Requires 15 points in Subtlety Talents
2/2
Dirty Deeds

This build: 2/2.

Reduces the Energy cost of your Cheap Shot and Garrote abilities by 20, and your Garrote ability no longer requires you to be behind your target.

Requires 20 points in Subtlety Talents
1/1
Preparation

This build: 1/1.

When activated, this ability immediately finishes the cooldown on your other Rogue abilities.

Requires 20 points in Subtlety Talents
1/2
Heightened Senses

This build: 1/2.

Increases your Stealth detection as if you were 1 level higher and reduces your chance to be hit by spells and ranged attacks by 2%.

Requires 15 points in Subtlety Talents
1/1
Hemorrhage

This build: 1/1.

An instant strike that deals 100% weapon damage (145% if a Dagger is equipped) and causes the target to take 15% increased Rupture damage from the Rogue. Lasts 15 sec. Awards 1 Combo Point.

Requires 20 points in Subtlety Talents; Requires 3 points in Serrated Blades
3/3
Improved Ambush

This build: 3/3.

Increases the critical strike chance of your Ambush ability by 45%.

Requires 5 points in Subtlety Talents
0/5
Cutthroat

Not selected. Maximum rank 5 reference:

Your Backstab has a 15% chance to cause your next Ambush within 10 sec to not require Stealth.

Requires 25 points in Subtlety Talents
0/3
Setup

Not selected. Maximum rank 3 reference:

Gives you a 100% chance to add a Combo Point to your target after Dodging one of their attacks or fully resisting one of their spells. (1s cooldown)

Requires 5 points in Subtlety Talents
3/3
Serrated Blades

This build: 3/3.

Causes your attacks to ignore 9% of your target's Armor and increases the damage dealt by your Rupture ability by 30%.

Requires 15 points in Subtlety Talents
2/2
Elusiveness

This build: 2/2.

Reduces the cooldown of your Vanish and Blind abilities by 90 sec.

Requires 5 points in Subtlety Talents
1/1
Ghostly Strike

This build: 1/1.

A strike that deals 125% (180% if a Dagger is equipped in your Main Hand) weapon damage and increases your chance to dodge by 15% for 7 sec.  Awards 1 combo point.

Requires 10 points in Subtlety Talents
3/3
Initiative

This build: 3/3.

Gives you a 100% chance to add an additional combo point to your target when using your Ambush, Garrote, or Cheap Shot ability.

Requires 10 points in Subtlety Talents
5/5
Camouflage

This build: 5/5.

Reduces your speed penalty from your Stealth ability by 15% and reduces its cooldown by 6 sec.

First row; no earlier points required.
0/2
Dirty Tricks

Not selected. Maximum rank 2 reference:

Reduces the Energy cost of your Sap and Blind abilities by 50%.

Requires 5 points in Subtlety Talents
2/2
Opportunity

This build: 2/2.

Increases the damage dealt by your Backstab, Garrote, Ambush, and Mutilate abilities by 10%.

First row; no earlier points required.
0/3
Master of Deception

Not selected. Maximum rank 3 reference:

Reduces the chance enemies have to detect you while in Stealth mode as if you were 3 levels higher.

First row; no earlier points required.
1/1
Thousand Cuts

This build: 1/1.

When your Rupture ability deals periodic damage, the Energy cost of your next Hemorrhage or Backstab ability within 10 sec is reduced by 3, stacking up to 5 times. (1.9s cooldown)

Requires 30 points in Subtlety Talents; Requires 1 point in Preparation
5/5
Quietus

This build: 5/5.

Your Sinister Strike, Ghostly Strike, and Hemorrhage abilities cause 10% more damage against targets below 35% health.

Requires 25 points in Subtlety Talents; Requires 2 points in Dirty Deeds
0/2
Improved Distract

Not selected. Maximum rank 2 reference:

Increases the radius of your Distract ability by 5 yds, and further reduces the Stealth detection of distracted enemies as though they were an additional 2 levels lower.

Requires 10 points in Subtlety Talents
Assassination11 points
0/1
Mutilate

Not selected. Maximum rank 1 reference:

Instantly attacks with both weapons for 75% weapon damage plus an additional 17 with each weapon. Damage increased by 20% against Poisoned targets. Awards 2 Combo Points.

Requires 20 points in Assassination Talents
0/5
Seal Fate

Not selected. Maximum rank 5 reference:

Your critical strikes from abilities that add Combo Points have a 100% chance to add an additional Combo Point. (500ms cooldown)

Requires 25 points in Assassination Talents
0/2
Improved Kidney Shot

Not selected. Maximum rank 2 reference:

Enemies Stunned by your Kidney Shot ability take 10% increased damage from your poisons and attacks.

Requires 20 points in Assassination Talents
0/1
Venom

Not selected. Maximum rank 1 reference:

Finishing move that increases the damage of your Poisons by 30% and your chance to apply Poisons by 10%. Lasts longer per combo point: 1 point  : 9 sec 2 points: 12 sec 3 points: 15 sec 4 points: 18 sec 5 points: 21 sec

Requires 30 points in Assassination Talents; Requires 1 point in Mutilate
0/5
Improved Poisons

Not selected. Maximum rank 5 reference:

Increases the chance to apply Poisons to your target by 10%, and gives Poison applications a 50% chance to not consume a charge.

Requires 15 points in Assassination Talents
0/5
Vile Poisons

Not selected. Maximum rank 5 reference:

Increases the damage dealt by your poisons by 20% and gives your poisons an additional 40% chance to resist dispel effects.

Requires 15 points in Assassination Talents
0/1
Cold Blood

Not selected. Maximum rank 1 reference:

When activated, increases the critical strike chance of your next Sinister Strike, Backstab, Ambush, Eviscerate, or Mutilate by 100%.

Requires 15 points in Assassination Talents
0/5
Lethality

Not selected. Maximum rank 5 reference:

Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike, and Hemorrhage abilities by 20%.

Requires 10 points in Assassination Talents; Requires 5 points in Malice
0/2
Improved Expose Armor

Not selected. Maximum rank 2 reference:

Reduces the Energy cost of your Expose Armor ability by 10, and refunds 2 Combo Points when cast with 5 Combo Points. (500ms cooldown)

Requires 10 points in Assassination Talents
0/2
Vigor

Not selected. Maximum rank 2 reference:

Increases your maximum Energy by 10.

Requires 20 points in Assassination Talents
0/2
Murder

Not selected. Maximum rank 2 reference:

Increases all damage dealt by 4% against Humanoid and Giant targets.

Requires 5 points in Assassination Talents
3/3
Ruthlessness

This build: 3/3.

Gives your finishing moves a 60% chance to add a Combo Point to your target. (500ms cooldown)

Requires 5 points in Assassination Talents
5/5
Malice

This build: 5/5.

Increases your critical strike chance with all attacks and Poisons by 5%.

First row; no earlier points required.
0/2
Remorseless Attacks

Not selected. Maximum rank 2 reference:

After killing a non-trivial enemy, gives you a 40% increased critical strike chance on your next Sinister Strike, Backstab, Ambush, Mutilate, or Ghostly Strike. Lasts 20 sec.

First row; no earlier points required.
2/3
Improved Slice and Dice

This build: 2/3.

Increases the duration of your Slice and Dice ability by 30%.

Requires 5 points in Assassination Talents
0/3
Improved Gouge

Not selected. Maximum rank 3 reference:

Increases the duration of your Gouge ability by 1.5 sec.

First row; no earlier points required.
1/1
Relentless Strikes

This build: 1/1.

Your finishing moves have a 20% chance per Combo Point to restore 25 Energy.

Requires 10 points in Assassination Talents
Show the remaining support tree
Combat9 points
3/3
Improved Eviscerate

This build: 3/3.

Increases the damage done by your Eviscerate ability by 20%.

First row; no earlier points required.
0/3
Puncturing Wounds

Not selected. Maximum rank 3 reference:

Increases the critical strike chance of your Backstab by 30% and your Mutilate by 15%, and gives Backstab a 45% chance to add an additional Combo Point.

Requires 5 points in Combat Talents
0/1
Adrenaline Rush

Not selected. Maximum rank 1 reference:

Increases your Energy regeneration rate by 100% for 15 sec.

Requires 30 points in Combat Talents
0/2
Weapon Expertise

Not selected. Maximum rank 2 reference:

Reduces the chance for your attacks to be Dodged or Parried by 2%.

Requires 25 points in Combat Talents; Requires 1 point in Blade Flurry
0/5
Hack and Slash

Not selected. Maximum rank 5 reference:

Gives your melee weapon attacks a benefit depending on the weapon. Axe/Sword: Your successful melee attacks have a 5% chance to trigger an extra attack on the target. Dagger/Fist: Increases your critical strike chance by 5%. Mace: Your attacks ignore 15% of your target's armor. (Proc chance: 1%, 200ms cooldown)

Requires 20 points in Combat Talents
0/1
Blade Flurry

Not selected. Maximum rank 1 reference:

Increases your melee attack speed by 20% and your melee attacks strike an additional nearby opponent. Lasts 15 sec.

Requires 20 points in Combat Talents
0/3
Aggression

Not selected. Maximum rank 3 reference:

Increases the damage of your Sinister Strike, Backstab, and Eviscerate abilities by 6%.

Requires 25 points in Combat Talents
0/2
Improved Sprint

Not selected. Maximum rank 2 reference:

Gives a 100% chance to remove all movement impairing effects when you activate your Sprint ability.

Requires 10 points in Combat Talents
0/2
Improved Kick

Not selected. Maximum rank 2 reference:

Gives your Kick ability a 100% chance to Silence the target for 2 sec.

Requires 15 points in Combat Talents
0/1
Riposte

Not selected. Maximum rank 1 reference:

A strike that becomes active after parrying an opponent's attack.  This attack deals 150% weapon damage and disarms the target for 6 sec.

Requires 10 points in Combat Talents; Requires 3 points in Deflection
0/2
Endurance

Not selected. Maximum rank 2 reference:

Reduces the cooldown of your Sprint and Evasion abilities by 60%.

Requires 10 points in Combat Talents
3/3
Precision

This build: 3/3.

Improves your chance to hit by 3%.

Requires 5 points in Combat Talents
1/3
Deflection

This build: 1/3.

Increases your Parry chance by 2%.

Requires 5 points in Combat Talents
0/5
Dual Wield Specialization

Not selected. Maximum rank 5 reference:

Increases the damage done by your off-hand weapon by 25%.

Requires 15 points in Combat Talents; Requires 3 points in Precision
2/2
Improved Sinister Strike

This build: 2/2.

Reduces the Energy cost of your Sinister Strike ability by 5.

First row; no earlier points required.
0/1
Flawless Execution

Not selected. Maximum rank 1 reference:

Reduces the Energy cost of your Eviscerate ability by 10.

Requires 15 points in Combat Talents
0/5
Lightning Reflexes

Not selected. Maximum rank 5 reference:

Increases your Dodge chance by 5%.

First row; no earlier points required.

Open this exact build in the Forever calculator ↗

Read the complete allocation as text
  • Subtlety: Camouflage 5/5
  • Subtlety: Opportunity 2/2
  • Subtlety: Elusiveness 2/2
  • Subtlety: Improved Ambush 3/3
  • Subtlety: Initiative 3/3
  • Subtlety: Ghostly Strike 1/1
  • Subtlety: Premeditation 1/1
  • Subtlety: Serrated Blades 3/3
  • Subtlety: Preparation 1/1
  • Subtlety: Hemorrhage 1/1
  • Subtlety: Dirty Deeds 2/2
  • Subtlety: Heightened Senses 1/2
  • Subtlety: Quietus 5/5
  • Subtlety: Thousand Cuts 1/1
  • Assassination: Malice 5/5
  • Assassination: Ruthlessness 3/3
  • Assassination: Improved Slice and Dice 2/3
  • Assassination: Relentless Strikes 1/1
  • Combat: Improved Sinister Strike 2/2
  • Combat: Improved Eviscerate 3/3
  • Combat: Precision 3/3
  • Combat: Deflection 1/3

Leveling Orders and Key Talent Milestones

Take points in the shown order to reach the main-tree tools while leveling. The completed images also contain support-tree points that arrive later; do not assume every passive in a level-60 diagram is already part of a level-20 resource budget.

Combat · complete 10–60 point order

Point order for this build

LevelTalent reached
10–11Improved Sinister Strike → 2/2
12–14Improved Eviscerate → 3/3
15–17Precision → 3/3
18–20Deflection → 3/3
21Riposte → 1/1
22–24Lightning Reflexes → 3/5
25–29Dual Wield Specialization → 5/5
30Blade Flurry → 1/1
31–35Hack and Slash → 5/5
36–37Weapon Expertise → 2/2
38–39Aggression → 2/3
40Adrenaline Rush → 1/1
41–45Malice → 5/5
46–48Ruthlessness → 3/3
49–50Improved Slice and Dice → 2/3
51Relentless Strikes → 1/1
52–55Lethality → 4/5
56Cold Blood → 1/1
57Lethality → 5/5
58Improved Slice and Dice → 3/3
59–60Remorseless Attacks → 2/2
Assassination · complete 10–60 point order

Point order for this build

LevelTalent reached
10–14Malice → 5/5
15–17Ruthlessness → 3/3
18–19Improved Slice and Dice → 2/3
20Relentless Strikes → 1/1
21–24Lethality → 4/5
25Cold Blood → 1/1
26Lethality → 5/5
27–29Vile Poisons → 3/5
30Mutilate → 1/1
31–32Vile Poisons → 5/5
33–34Improved Poisons → 2/5
35–39Seal Fate → 5/5
40Venom → 1/1
41–42Improved Sinister Strike → 2/2
43–45Improved Eviscerate → 3/3
46–48Puncturing Wounds → 3/3
49–51Precision → 3/3
52–54Deflection → 3/3
55Endurance → 1/2
56–58Dual Wield Specialization → 3/5
59–60Opportunity → 2/2
Subtlety · complete 10–60 point order

Point order for this build

LevelTalent reached
10–14Camouflage → 5/5
15–16Opportunity → 2/2
17–18Elusiveness → 2/2
19Improved Ambush → 1/3
20–22Initiative → 3/3
23Ghostly Strike → 1/1
24Improved Ambush → 2/3
25Premeditation → 1/1
26–28Serrated Blades → 3/3
29Improved Ambush → 3/3
30Preparation → 1/1
31Hemorrhage → 1/1
32–33Dirty Deeds → 2/2
34Heightened Senses → 1/2
35–39Quietus → 5/5
40Thousand Cuts → 1/1
41–45Malice → 5/5
46–48Ruthlessness → 3/3
49–50Improved Slice and Dice → 2/3
51Relentless Strikes → 1/1
52–53Improved Sinister Strike → 2/2
54–56Improved Eviscerate → 3/3
57–59Precision → 3/3
60Deflection → 1/3

Combat: Deflection completes at 20, Riposte follows at 21, Blade Flurry at 30 and Adrenaline Rush at 40. The Assassination splash then supplies Malice and finisher support; Relentless Strikes does not arrive until 51 in this route.

Assassination: Relentless Strikes at 20, Cold Blood at 25, Mutilate at 30 and Venom at 40. Until Mutilate arrives, use the attacks your current weapons and position permit. The finished route also has Combat’s Puncturing Wounds and a two-point Opportunity splash, but not Blade Flurry.

Subtlety: Ghostly Strike at 23, Premeditation at 25, Preparation at 30, Hemorrhage at 31 and Thousand Cuts at 40. Quietus is the 35–39 choice here. Cutthroat is not allocated, so this build does not gain in-combat Ambush merely because the talent appears in the diagram.

Energy, Combo Points and the Finisher You Need Next

Think one useful action beyond the button you can afford now. Kick costs 25 Energy in the current reference. If a dangerous cast is imminent, spending your last Energy on a builder can remove the interrupt you intended to use. Waiting briefly to keep that option is a combat decision, not a failure to press buttons continuously.

Build points on the enemy you intend to finish. Slice and Dice turns points into an attack-speed benefit; Rupture needs time to deal its damage; Eviscerate supplies direct damage; Kidney Shot turns the same resource into control. A five-point damage finisher is not automatically the right answer when a stun prevents the next dangerous action.

On a durable target, keep useful maintenance effects from expiring unnecessarily. On a quest enemy about to die, building a full-duration buff or bleed from scratch can be poor spending. Consider both remaining enemy health and the next controlled pull rather than following a fixed five-point rule for every fight.

Relentless Strikes and Ruthlessness can change what happens after a finisher, but only after you have allocated them. Watch the resulting Energy and points before starting the next sequence; a possible proc is not a resource already in your bar.

Combat: Direct Attacks, Riposte and Controlled Cleave

Keep a current main-hand weapon and train its skill. Sinister Strike works with the broader melee weapon set, making Combat easier to gear while leveling than a build that becomes unusable when one dagger falls behind.

  1. Start with the opener that fits the job.

    Ambush needs a main-hand dagger, Stealth and a rear position. Garrote is a longer-damage choice from Stealth; Cheap Shot is a control opener once trained. If the enemy must be Sapped, coordinate that control before anybody starts area damage.

  2. Build with Sinister Strike and use a real Riposte opportunity.

    Improved Sinister Strike reduces the builder’s cost. Riposte activates after you parry, so it is especially relevant while enemies attack you; do not count on repeated activations while attacking behind a dungeon target held by the tank.

  3. Maintain useful Slice and Dice, then choose the finisher.

    Keep the speed benefit worthwhile on longer fights. Choose direct damage, a bleed or a stun for the target’s remaining life and the party’s need. An assigned Expose Armor is a separate group-debuff job, not an extra finisher automatically added after every Eviscerate.

  4. Use Blade Flurry and Adrenaline Rush when the targets allow it.

    Blade Flurry copies melee attacks to an additional nearby opponent while increasing attack speed. Avoid the Sapped or otherwise controlled enemy. Adrenaline Rush increases Energy regeneration; use a window with real melee access and enough spending opportunities to avoid wasting that resource.

Hack and Slash follows the weapon type. Axes and swords can trigger an extra attack; daggers and fists gain critical chance; maces ignore some armor. A mace does not retain the old mace-specialization stun. Weapon Expertise reduces avoidance; Precision supplies hit. Do not turn those different effects into one interchangeable hit number.

Assassination: Two Daggers, Poisoned Targets and Venom

Before Mutilate, level with the builders you can use rather than trying to press a future talent. Once it is learned, equip both daggers, keep their poison preparation current and choose a target on which poisons can matter.

  1. Establish the poison and maintain attacking time.

    Mutilate gains damage against a poisoned target. A poison talent does not apply the weapon coating for you, and an enemy that cannot receive the relevant poison changes that interaction. Check the actual target instead of assuming the bonus is always present.

  2. Build with Mutilate and watch the resulting points.

    It costs 60 Energy and awards two Combo Points before talent interactions. Seal Fate can add a point when a qualifying builder crits. For Mutilate, one or two critical hands trigger Seal Fate once, not twice.

  3. Maintain useful Venom and Slice and Dice windows.

    Venom is a buffing finisher that improves poison damage and application chance for a duration based on points spent. It is not a renamed direct-damage Envenom sequence that you can import from another expansion. Keep the buffs useful on a durable target before adding optional damage finishers.

  4. Spend Cold Blood for a meaningful eligible attack.

    The talent affects Mutilate and other listed attacks. The October fix correctly consumes it when Mutilate critically strikes; do not expect to keep it after that attack. Pool enough Energy to execute the action you chose and leave room for an interrupt when required.

The chosen allocation has Improved Poisons at 2/5 and does not take Vigor or Improved Kidney Shot. The local talent details show those actual selected ranks. If you change the allocation, update your resource and poison assumptions rather than retaining the maximum values from an unrelated build.

Subtlety: Hemorrhage Into Rupture, With Control on Demand

This route emphasizes the bleed loop with Quietus, not a Cutthroat Backstab plan. It can use different main-hand weapon types; a dagger changes Ghostly Strike and Hemorrhage’s weapon-damage multipliers and also permits dagger-only openers.

  1. Use Stealth to create the pull you want.

    Sap a suitable out-of-combat Humanoid when the group needs separation. Premeditation adds points for a planned follow-up, but its twenty-second window still requires you to add to or use them. Do not spend the setup while the group is still waiting across the room.

  2. Use Hemorrhage to support your own Rupture.

    Hemorrhage increases your Rupture damage to that target for fifteen seconds. Keep the intended target and debuff aligned; applying a bleed to one enemy and the support effect to another does not create the combined loop.

  3. Spend the Thousand Cuts reduction on the right builder.

    Rupture ticks reduce the Energy cost of your next Hemorrhage or Backstab, up to the stated stack limit. A target that dies before ticking cannot provide the same resource flow. This route’s normal follow-up is Hemorrhage; Backstab still needs its weapon and rear position.

  4. Use Ghostly Strike and recovery tools for the situation.

    Ghostly Strike supplies damage, a point and a temporary dodge benefit. Preparation restores other Rogue cooldowns in its current reference. Use a needed cooldown before its reset, and plan which recovery you want to regain rather than pressing the reset while everything is already ready.

Quietus strengthens Sinister Strike, Ghostly Strike and Hemorrhage below 35% enemy health. It does not name every attack in your spellbook. If you prefer the Backstab-to-in-combat-Ambush playstyle, swapping its five points to Cutthroat changes the plan: then wait for the actual proc, meet Ambush’s weapon/position conditions and use it inside the window.

Poisons and Weapon Stones: Prepare Both Hands

Forever lets poisons coexist with temporary weapon enchantments such as sharpening stones and weightstones. Check each equipped weapon’s coating and charges after an upgrade. A newly equipped dagger does not inherit the old dagger’s preparation simply because both occupy the same slot.

Choose a coating for the target and control plan

PoisonUseful situationImportant limit
Instant PoisonDirect poison damage, including shorter fights.Use the trained rank’s real charge count and effect.
Deadly PoisonA target that lives long enough for stacked periodic damage.The damage-over-time effect interferes with damage-breakable control.
Crippling PoisonAn enemy whose movement must be controlled.A slow is a different benefit from a damage coating.
Mind-numbing PoisonA susceptible caster whose cast times matter.It does not replace Kick or guarantee that the enemy can be slowed this way.

Charges and application behavior vary by poison/rank, and Improved Poisons can conserve charges. Read the current coating rather than applying one old Classic charge count to every poison. Damage-over-time preparation also affects your control plan: a target still taking poison or bleed damage will not reliably stay in Gouge or Blind.

Control and Threat: Keep the Party’s Plan Intact

Which control can solve the next problem?

ToolUse it forWhat prevents the plan
SapAn out-of-combat Humanoid before the pull; it does not break Stealth.Wrong creature type, combat already started or incoming damage.
GougeA facing target when a short damage-breakable stop helps.Your own poison/bleed ticks or an ally immediately damaging it.
KickAn interruptible cast in melee range.No Energy, no range or an immune/uninterruptible cast.
Kidney ShotA stun worth spending your current points on.Stun immunity or no points for the intended duration.
BlindA short recovery/control window once trained.Damage breaking it or missing Blinding Powder.
DistractA planned stealth approach and temporary detection reduction.Treating a nearby hostile pack as harmless after one cast.

Sap’s Stealth behavior is baseline; Dirty Tricks reduces costs rather than being required to stay hidden. A Sapped PvP-flagged target can also flag the Rogue after the beta fix, so consider the ruleset and surrounding players before using it.

Expose Armor does not simply add its reduction to a Warrior’s five-stack Sunder Armor. A Warrior can still use Sunder for threat while Expose is present. Agree who maintains the armor debuff before spending finishers on duplicate work. Improved Expose Armor’s five-point refund is not part of these allocations.

Feint reduces threat; it is not a damage-immunity button. Evasion helps against appropriate incoming attacks, while Vanish and Blind require their reagents in the current references. Keep Flash Powder and Blinding Powder stocked when those abilities are trained. A recovery bind that fails because you left its reagent in the bank is not available recovery.

Weapons and Armor: Check Restrictions Before Buying

Compare damage, speed, stats and ability compatibility together. The main-hand weapon used by a weapon-damage attack is a different decision from finding a useful off-hand. Unique and Unique-Equipped labels matter when you are planning a pair.

Specific current items and the loadout mistake to avoid

ItemVerified referenceCompare it for
Blade of CunningRogue dagger; Unique; 2.00 speed; +2 Agility.An early class-weapon reference, not an endgame recommendation.
Blackwater CutlassOne-hand sword; requires 14; 1.90 speed; +4 Agility.A leveling weapon or stat comparison. It does not satisfy Mutilate’s dagger requirement.
Cruel BarbOne-hand sword; requires 19; 2.80 speed; +12 Attack Power.Edwin VanCleef drop; a Combat weapon-damage comparison.
Stinging ViperOne-hand mace; requires 19; 2.80 speed and a poison-damage proc.Lord Pythas drop. Consider the damage-over-time effect when planning control.
Meteor ShardOne-hand dagger; requires 23; 1.80 speed; Unique-Equipped.Archmage Arugal drop. Read the uniqueness line before planning two copies.
Torturing PokerOne-hand dagger; requires 29; Unique-Equipped; a stacking Fire effect.Interrogator Vishas drop. Its current effect differs from the old simple proc description.
Blackened Defias ArmorLeather chest; requires 17; Strength, Agility and Stamina.A gear/set comparison from Edwin VanCleef; inspect current set bonuses rather than importing Era values.
Scarlet KrisOne-hand dagger; requires 58; Unique; Agility and Stamina.A later bind-on-equip comparison. Its price and unique restriction still matter.

Do not buy two copies of a restricted dagger for Mutilate without reading its uniqueness line. Also inspect the current item rather than trusting a familiar Classic name: Swinetusk Shank’s Forever entry is a main-hand caster-stat dagger with spell power, so its old reputation alone does not establish a Rogue upgrade. Compare the physical weapon you will actually equip.

Stats and Enchants for a Set You Will Keep

Begin with usable weapons, current weapon skill, Agility and attack-focused upgrades, then account for the hit and critical interactions in the chosen tree. Precision improves hit; Weapon Expertise addresses dodge/parry. Their percentages do not represent the same mechanic. No fixed prelaunch stat-weight formula is assumed here.

Verified permanent upgrades

SlotEnchantCurrent effect
WeaponEnchant Weapon - Agility+15 Agility on the melee weapon.
HandsEnchant Gloves - Greater Agility+10 Agility in Forever.
Feet · statsEnchant Boots - Greater Agility+7 Agility.
Feet · movementEnchant Boots - Minor Speed4% movement speed; an alternative boot upgrade.
ChestEnchant Chest - Greater Stats+4 all stats.
Wrists · healthEnchant Bracer - Superior Stamina+9 Stamina.

Minor Speed currently supplies 4% in Forever; it competes with the boot stat enchant. Put expensive permanent upgrades on items you expect to keep, and maintain poisons independently of that permanent enchant choice.

Two Macros for Control Without Losing Your Target

This Kick macro uses a valid hostile mouseover, otherwise your selected target. You still need melee range, Energy and a legal interrupt target. It does not choose which cast is dangerous.

Mouseover Kick
#showtooltip Kick
/cast [@mouseover,harm,nodead][] Kick

The Sap macro stops auto-attacking before attempting a hostile mouseover or your target. Sap still needs Stealth and an out-of-combat Humanoid; this macro does not bypass either condition. Coordinate it before the group’s damaging pull.

Mouseover Sap
#showtooltip Sap
/stopattack
/cast [@mouseover,harm,nodead][] Sap

Sources and Route Planning

The current Forever Rogue calculator supplied rows, prerequisites and selected-rank references. All three linked builds were entered and checked on November 2. Equipment and enchant links use the Forever entries, including changed item effects and uniqueness restrictions.

Class design follows Blizzard’s Rogue and Warlock deep dive, with later corrections from the official beta development thread, including the October fixes to Expose Armor and Cold Blood/Mutilate.

Use our leveling routes for travel and zones, and the race/class list for creation options. Cover: adventurers at a campfire in Blizzard’s launch preview, used as game scenery rather than a poison-crafting demonstration. Original game art and textures © Blizzard Entertainment.

Play more. Grind less.

Find services for your current WoW Forever goals.

Explore WoW Forever services