The Rogue Guide for the World of Warcraft

Blood Elf Subtlety Rogue, Ganking

Rogues often initiate combat with a surprise attack from the shadows, leading with vicious melee strikes. When in protracted battles, they utilize a successive combination of carefully chosen attacks to soften the enemy up for a killing blow. Rogues must take special care when selecting targets so that their combo attacks are not wasted, and they must be conscious of when to hide or flee if a battle turns against them. ( source)

This page is an overview of Rogues in the Battle for Azeroth. It covers basics, abilities, some gemming and enchanting, and so on. If you’re looking for more detailed info on any particular Rogue spec, whether leveling or for PvE or PvP, then see the links in the contents section, just below.

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Other Rogue Guides


Introduction to The Rogue

Blood Elf RogueRogues are a group that I find hard to describe – Not because the class is so very complicated, although they do have their fair share of tactical and situational abilities, but rather because it’s so very much fun, it’s almost hard to find a good place to start.

Rolling a rogue is the discovery of an entirely different world than that experienced by any other class save druid, the world of stealth, mystery, and most importantly, awesome PvE and PvP.  The sheer magnitude of what stealth grants our class is what sets us apart from a simple DPS class and makes us one of the top Arena, Battlegrounds, and Raiding classes.

Rogues were once famed for mayhem and slaughter with a side-dish of being nigh unbeatable when we choose to be, that is why you might choose to roll a Rogue.  Once one of the most popular classes, Rogues are a bit less common now because Bliz has been working at improving class balance. Still, all it takes is a little bit of dedication and some gaming skills to stand head and shoulders above the crowd.

The difference between a rogue who chose his class for speed leveling and ease of use to those who truly master the class is astounding.


The difference is clearly illustrated by game chat. Various people complain about how other classes have passed the Rogue by for DPS, etc., and the next group, probably slaughtered by a Rogue in their last PvP match, complains about Rogues being way overpowered. Played right, the Rogue is deadly. Played wrong, well… not so hot.

Buffage and Nerfage

When 4.0 landed Rogues were kind of left behind to casters. Caster nukes were critting for completely unreal damage while Rogues went poke, poke by comparison. A couple of days later the Rogues received a little love from the Devs and were one or two-shotting everything with their Ambushes. A few days later…

Mists of Pandaria changed everything. Again. So did Warlords of Draenor. And Legion. And Battle for Azeroth.

Expect changes. Blizzard is doing a mostly decent job of class balance these days, so get down with the new abilities and then sneak up and kill something. Or someone.

(Not yet at the level cap? Get there as fast as possible with our favorite leveling guide.)


Some of the Rogue Changes over Time

This section is just a summary of some changes. Similar changes have happened since.

Back in Warlords of Draenor Bliz decided that various classes had too many abilities. To that extent, a bunch of abilities were removed completely, such as Redirect, Disarm Trap, Shadow Blades, and others. There hasn’t been a similar ability hacking since, but who knows what the next expansion brings?

Agility classes (that’s you) now get a base bonus of +10% Crit added to the base of 5% that everyone else gets. So you start at 15% Crit before any gear, effects, or mods.

Stats were changed in Legion. Hit, Expertise, Resilience, and Reforging all bit the big one.  Of the new stats added, Versatility is the only survivor.

Also, there are some tertiary stats, still working in BFA, such as Leech, Avoidance, Speed, etc. which will sometimes appear on gear. You cannot gem or enchant or otherwise stack those stats, other than accidentally. Still, it’s nice when the pop up.

The Stat Squish went live in Warlords and was unchanged in Legion. Another, bigger, squish happened with Battle for Azeroth. The game will feel the same, but the numbers will be a lot smaller.

Back in Warlords, your Combo points became stuck to you, and not the target. Kill something with three CPs left over and they’re there for the start of the next fight.

Naturally there are lots of new levels to gain, but very few new abilities.

PVP in BFA is now optional. PVP servers are gone. If you don’t want the experience of being ganked while leveling, just keep War Mode off and you’re good. Turn it on if you like PVP and the +10% experience bonus is a nice perk.

Glyphs and Perks died in Legion and are still dead in BFA. Well, you get some minor glyphs, but they are cosmetic only.

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Rogues, in Brief

Scroll down for more info on all of these items.

Worgen RogueRole: Damage only, Healing and tanking are not for Rogues.

Specs & Builds: All can PvP and PvE, but not equally. All are fine for leveling (questing.)

  • Assassination – DPS, PvP
  • Outlaw – DPS, PvP if you have high skills and want a challenge.
  • Subtlety – PvP, but can DPS quite well.


  • Tauren, Highmountain Tauren, Draenei, and Lightforged Draenei cannot be Rogues. Any other race, including Pandarens, can.
  • See below for more


  • Assassination requires daggers, Subtlety prefers them. Outlaw doesn’t care, but likes one hand weapons because they hit a lot harder than daggers.
  • Agility & Stam leather for all Rogues.
  • Poisons are now Assassination only:
    • DPS: Deadly and Crippling.
    • Leveling (questing) – Wound (mobs die too fast for Deadly to be useful) and Crippling.
    • PvP: Deadly or wound on main, crippling on off-hand.


  • Weapon DPS > Agility
  • Agility is the # stat, by far, especially for Sub.
  • Forget Str or Int
  • Assassination likes Mastery, Sub wants Crit and/or Mastery, Outlaw wants Haste.
  • More Stats


  • Slots are uncommon these days, but put Agility gems in all slots.


  • Go for: Agility and your best secondary stat.
  • Stam is nice when leveling and you’re dying too much. It’ll help.



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Rogue Specs and Abilities for Legion

Rogue skill and talent trees are quite fun to play around with, all the abilities will likely remain in common use due to the simple requirement of variety to remain viable as a rogue.

With 4.0 the talent system changed, greatly reducing the number of available talents and locking you into an initial spec. With 5.0 (Mists of Pandaria) this changed again and talents, as known in Cataclysm, were completely revised.

With Warlords (6.0) abilities were hacked and consolidated.

In Legion the change is like what happened in Warlords. Abilities removed, others added, and a bunch were changed.

Here are the abilities common to all Rogues in Legion:

All Rogues get all of these abilities.

  • Stealth – (5) You sneaky thing you.
  • Sap (12) – Knock him on the head and put him to sleep for (up to) a minute.
  • Crimson Vial – (14) your own personal heal (seems to be replacing Recuperate.) You can take this back to back with a healing potion as they do not share cooldowns.
  • Pick Pocket (18) – Steal something from the target. Picks both some cash and an item to sell to your secret fence (use your Secretive Whistle.) You’ll get “Dingy Coins” from your fence, which you can eventually sell back to him for some gold.
  • Kick (18) – interrupt a spell and lock the caster out of that spell school (eg: Nature) for 5 seconds.
  • Pick Lock (24) – You can pick locks of a level 5x your own, 550 in Legion.
  • Sprint (26) – Run fast for a few seconds.
  • Distract (28) – distract your opponent(s) for 10 seconds. Works on players, though briefly.
  • Cheap Shot (29) – 4 second stun out of stealth, 2 CPs.
  • Vanish (32) – Poof, you’re invisible. Breaks movement impairing effects. You also get 3 seconds during which you cannot be knocked out of stealth.
  • Detect Traps (42) – detect those traps that the Survival Hunters will be laying down.
  • Feint (44) – take less damage from area effects for a few seconds.
  • Cloak of Shadows (58) – remove damaging effects and then resist others for a few seconds.
  • Fleet Footed (62) – run 15% faster and take less falling damage. The old Safe Fall is now part of this ability.
  • Tricks of the Trade (64) – Transfer your threat to your choice of Party Member. Activate it, then you have 30 seconds to start attacking.  One started all of your threat from your attacks for six seconds will be directed to the party member. So you could start attacking before the tank and he’ll get all your aggro.


Here are the various Rogue Spec abilities for Legion:

One of the ideas of Legion was to give a more distinct flavor to each spec. Think they succeeded?

Assassination – A deadly master of poisons who dispatches victims with vicious dagger strikes.

Assassination fulfills the traditional image of the rogue to one degree, that of the Poison Master, giving us massive critical strike damage from stealth, a whole slew of finishing move improvements, and pretty decent continuing DPS.

Outlaw – A swashbuckler who uses agility and guile to stand toe-to-toe with enemies.

Blade Flurry, Adrenaline Rush, Killing Spree and more make Outlaw the king of Rogue DPS and not half bad at PvP.

SubtletyA dark stalker who leaps from the shadows to ambush his/her unsuspecting prey.

Subtlety is a fun build with a unique feel. You’re sneaky, can teleport (with your Shadowstep) and are pretty much set up to do some serious burst damage and then slip back into hiding.

Hard to beat when picking and choosing your fights. Not quite so hot when the fight picks you and your abilities are on cooldown.

Mutilate (level 1) Hits hard, 2 CPs

Deadly Poison (2) Coat your dagger with toxic stuff that puts a DOT on the enemy. Additional applications are instant damage.

Envenom (3) Finishing Strike consumes your CPs and gives a higher chance to apply poisons for a sort time.

Evasion (8) gives a much higher chance to dodge attacks.

Poisoned Knife (10) throw a poisoned dagger which then applies both of your poisons.

Crippling Poison (19) Slows the enemy’s movement.

Rupture (22) Finishing strike that bleeds the target.

Venomous Wounds (22, Passive) Gain energy from targets that are both poisoned and bleeding.

Wound Poison (25) Does instant damage and reduces healing received by the target.

Seal Fate (27, Passive) Crits from CP generating strikes give an extra CP.

Kidney Shot (40) Finisher that stuns the target for a few seconds.

Garrote (48) Strike that bleeds your opponents and silences him. Awards 1 CP.

Fan of Knives (66) Knives go flying in all directions, potentially poisoning anyone they strike. Awards 1 CP.

Vendetta (72) when you really want to murder someone. More damage and he can’t hide.

Mastery: Potent Poisons (78, Passive) More damage from your poisons.

Riposte (10) Greatly increases your chance to parry and attack and adds your own attack (your Riposte.)

Run Through (10) Finishing strike that comes with a bit of added range (your Lunge.)

Saber Slash (10) Your basic strike, generates 1 CP. Has a chance for a second strike which then makes your next Pistol Shot free.

Pistol Shot (11) Shoot him and also slow him.

Ambush (14) Yes, it’s now only for you. Hard smack from stealth. Generates 2 CPs.

Gouge (22) Incapacitate your target for 4 seconds.

Between the Eyes (25) Finishing strike that damages and stuns the target. Crits do 4x damage.

Ruthlessness (27, Passive) Chance to gain another CP when you use a finisher.

Combat Potency (34, Passive) Your off-hand strikes can generate 15 energy.

Roll the Bones (36) Finisher that provides a random combat enhancement, and (currently) might provide as many as six. Mightiness.

Blind (38) Blind one target for up to a minute.

Blade Flurry (48) Hit all nearby targets for partial damage. Lasts until cancelled.

Bribe (54) Bribe a humanoid mob(non-player) to fight for you for 5 min. 30 min cooldown.

Adrenaline Rush (72) 15 seconds of faster attack and much faster energy rtege

Mastery: Main Gauche (78, Passive) Chance for more off-hand attacks.

Evasion (8) Greatly increase your dodge for 10 seconds.

Backstab (10) stabs the target, does more damage if you’re behind it. Requires daggers.

Eviscerate (10) Hard hitting finisher.

Shuriken Toss (11) Throw your shuriken.

Shadowstep (13) Teleport behind your target and gain 2 seconds of increased speed. The target does not need to be hostile.

Shadowstrike (22) Shadowstep and strike, all in one.

Shadow Techniques (27, Passive) Your auto-attacks might generate a CP.

Symbols of Death (34) 35 seconds of increased damage with a 10 second cooldown. plus your next Shadowstrike is a crit (which should be fairly brutal.) The duration stacks. 

Shadow Dance (36) 3 charges and 3 seconds (5 with Subterfuge) of being able to use stealth abilities out of stealth. Abilities cost less to use while ‘dancing and have a 10% damage buff which lasts for a few seconds after.

Blind (38) Blind one target for up to a minute.

Kidney Shot (40) Finisher that stuns the target for a few seconds.

Deepening Shadows (42, Passive) Your finishers reduced the cooldown of Shadowdance.

Nightblade (46) Applies a DOT and slows the opponent.

Relentless Strikes (54, Passive) Your finishers have a chance to restore energy.

Shuriken Storm (66) Spray Shurikens at all nearby targets, +1CP per target hit. Damage is greatly increased if you’re stealthed or in Shadowdance.

Shadow Blades (72) More CPs and your auto-attacks do Shadow damage.

Mastery: Executioner (78, Passive) Your finishers hit harder.

Perks are dead in Legion.

  • Empowered Envenom – 30% more damage with Envenom and Dispatch
  • Enhanced Crimson Tempest improves the poison damage on affected targets.
  • Enhanced Vendetta gives your next Mutilate, Envenom, Dispatch, or Ambush a 100% Crit chance.
  • Improved Slice and Dice is now an “always on” passive effect.

  • Empowered Bandit’s Guile now provides a 20% damage increase while in “deep insight.”
  • Enhanced Blade Flurry – Your Blade Flurry no longer has a target cap.
  • Improved Dual Wield removes the dual-wield penalty for your auto attacks.
  • Swift Poison – Replaces your Deadly Poison with Instant Poison (the latter was removed in Mist of Pandaria and now returns, just for you.)

  • Empowered Fan of Knives generates 1 Combo Point for every target hit.
  • Enhanced Shadow Dance lasts an additional 2 seconds.
  • Enhanced Vanish knocks 30 seconds off the cooldown.
  • Enhanced Stealth – Do slightly more damage for a few seconds after exiting stealth.


A bit more on the Assassination Spec

Various talents increase the damage from your poisons and your general damage is much more effective against poisoned opponents. Plus, the Venomous Wounds talent returns some energy if the opponent is poisoned. This means, of course, that if you forget to apply your poisons (it happens) then this spec will be far less effective than otherwise.

The main combo point builder in the Assassination tree is Mutilate, which requires daggers. If you don’t want to use daggers then use another spec. Mutilate costs a fair amount of energy and hits like a brick against poisoned targets.

Garrote is often your best opener. It has the additional benefit of silencing the opponent and preventing stealth (since it’s a bleed.) The next Compo Points should go into Envenom, to refresh your Slice and Dice to full duration. Note that at 98+ Slice and Dice becomes passive and you can spend those combo points on other finishers.

Vendetta is your top burst ability and it will help you greatly with single target damage or hunting down other rogues or feral druids.


For more on the Assassination spec, and for builds, see our Assassination Rogue page and if PvP is more your game there’s the Assassination PvP page. For leveling info check out our Rogue leveling guide.

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A bit more on the Outlaw Spec

You’re the only Rogue spec with any real  “strike more than one opponent” abilities, other than Fan of Knives or Shuriken Storm, though you’re far from being able to tank groups. You have faster energy regeneration and can use any one handed weapons. Your abilities  allows you to do high damage and maintain that damage over long fights.

Gouge and Kick both can be used as interruptions, gouge for emergency bandaging and both Gouge/Kick for interrupting enemy spellcasters when needed, quite useful for grinding Mage-type mobs or in PvP.


For more on the Outlaw spec see our Outlaw Rogue page, Outlaw PvP (coming soonish,) or our Rogue Leveling Guide.

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A bit more on the Subtlety Spec

The “I Hate ROGUES!!!” comments you sometimes see in chat were probably brought on by encounters with subtlety rogues. You’re the master of sudden burst damage and stuns. Not so hot for long fights, but pretty fine for ganking players and mobs.

More damage out of stealth, find weakness, Shadowdance, and other abilities add to that murderous feel.

While leveling you won’t need to worry much about energy as you have a Brutal opening: Shadowstep to Ambush to Eviscerate will severely damage or kill most things, especially with good/heirloom gear. Even in PvP. (Look for future nerfs to this combo.)

Sub is not a very good multiple opponent spec, in that it has zero multiple opponent abilities other than Fan of Knives. Sure, you can Sap #1, Blind #2, and fight #3, but it’s still one on one as you switch targets.

The Shadow Dance skill (gained at level 36,) which takes a bit of practice to do right, is an amazingly brutal talent once you do get it worked out.


See our Subtlety Rogue page for much more on this spec, for leveling up you should see our Rogue leveling guide. And, of course, Subtlety is just fine for PvP.

If you want to blast to 110 ASAP then you should take a close look at Zygor’s guide.

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Rogue Talents in Legion

Any Rogue can pick any one talent from any row and each specialization has a somewhat different set to choose from.  Some of the talents are common to all three specs. The ones unique to each spec will be below the appropriate images. CP = Combo Point.

Row 3, level 45, all three are the same for all Rogues.

  1. Deeper Stategem – Passive. You can now store and use up to 6 CPs on your finishers, plus yoiur finishers do 10% more damage.
  2. Anticipation – Passive. you can store up to 8 CPs, but only use 5. No other bonuses.
  3. Vigor – Passive. 50 more energy and 15% faster energy regen. Nice for burst, esp. if you’re feeling energy starved.

Row 4, level 60, two of the three are the same.

  1. Elusiveness – Passive. Your Feint now works for all damage, reducing it by 30%. It still reduces area damage by 50%.
  2. Cheat Death – Passive. Yes, Rogues cheat. If you’re hit with a one shot kill you will instead be reduced to 7% health and take far less damage from all attacks for three seconds. Won’t happen more than once every 2 min.

Row 5, level 75, One of the three

  1. Prey on the Weak –  Passive. After you use certain incapacitating strikes your opponent will take 10% more damage from all sources. Kidney shot, Cheap Shot, Sap, and Blind (Assassination no longer has Blind.)

Row 7, level 100, two of the three

  1. Marked for Death – Mark your opponent with 5 CPs. Refreshes if it dies soon.
  2. Death from Above has a 20 yard range, hits all mobs around you, and drops your damaging finisher on the main target with 50% bonus damage. (Envenom/Run Through/Eviscerate)

Talent Descriptions, Assassination

Assassination Rogue Talents for Legion

Assassination Row 1, Level 15

  1. Master Poisoner – 40% more damage from your poisons.
  2. Elaborate Planning – your finishers add 12% bonus damage to all strikes for the next 5 seconds.
  3. Hemorrhage (stolen from Subtlety) – Medium strike that increases bleed damage from your other strikes for 20 seconds. n

Row 2, level 30

  1. Nightstalker – In stealth you move 20% faster and do 50% more damage.
  2. Subterfuge – Use stealth abilities for 3 seconds after leaving stealth. Also adds 100% damage to your Garrote and removes the cooldown from that ability if used in stealth or in that 3 second window.
  3. Shadow Focus – Abilities used while stealthed use 50% less energy.

Row 3, see above.

Row 4, level 60, see above, except for…

Row 5, level 75, see above for Prey on the Weak.

  1. Thuggee – resets any remaining cooldown on your Garrote if the target dies with Garrote active.
  2. Internal Bleeding – Your Kidney Shot also bleeds to opponent over the next 12 seconds.

Row 6, level 90

  1. Agonizing Poison – does not do damage directly, but rather increases the damage that you do from any of your other abilities and can stack up to 16% extra damage.
  2. Alacrity – Your finishers have a chance to add 1% Haste, possibly stacking up to 20 times. Obviously this is best if you’re continuously attacking.
  3. Exsanguinate – Your bleeds bleed out 400% faster.

Row 7, level 100

  1. Venom Rush – your Venomous Wounds ability grants more energy.
  2. Marked for death and Death from Above, see above.

Talent Descriptions, Outlaw

Rogue - Outlaw

Outlaw Row 1, level  15

  1. Ghostly Strike – A medium strike that causes the target to take 10% more damage from your attacks for the next 15 seconds. Generates one CP.
  2. Sword Master – Your Saber Slash will strike a second time a bit more often (+10%) than before. This will also generate more free Pistol Shots.
  3. Quick Draw Those free uses of your Pistol Shot, generated from your Saber Slash, will now do more damage and generate an extra CP.

Row 2, level 30

  1. Grappling Hook – A fun little talent. Target a location, toss the hook, and get pulled to that spot. More like the Warrior’s Heroic Leap than a Rogue’s Shadowstep. You can grapple to any spot that you can run to, which does not include grappling to the tops of buildings, though you can grapple from the top to the ground. You cannot use it to cross gaps that you can leap across. Usable in stealth and does not break stealth.
  2. Acrobatic Strikes – A little more range on all your strikes.
  3. Hit and Run – +15% movement speed at all times. Stacks with your Fleet Footed.

Row 3, see above

Row 4, see above, except for…

  • Iron Stomach (sounds like a Monk ability.) More healing from potions, your Vial, and healthstones.

Row 5, level 75

  1. Parley – Replaces your Blind. 30 yard range and takes the mob out of the fight for up to 5 minutes (4 seconds for players.)
  2. Prey on the Weak, see above.
  3. Dirty Tricks – your Blind, Cheap Shot, and Sap no longer cost energy.

Row 6, level 90

  1. Cannonball Barrage – Nice little area effect. Your Ghost ship bombards the area for good damage and briefly slows the enemy.
  2. Alacrity – Your finishers have a chance to add 1% Haste, possibly stacking up to 20 times. Obviously this is best if you’re continuously attacking.
  3. Killing Spree – blip to your opponent (within 10 yards) and beat his head in for three seconds. If you have Blade Flurry up then it attacks all opponents within range. No longer offers any immunity to any Crowd Control effects.

Row 7, see above, except for…

  • Slice and Dice – An old Rogue ability is now Outlaw only. This is a finishing strike that increases your auto-attack speed by 90%.

Talent Descriptions, Subtlety

Subtlety Rogue Talents for Legion

Row 1, level 15

  1. Master of Subtlety – Attacks made whil you are stealthy, and for 6 seconds after breaking stealth, do 10% more damage.
  2. Weaponmaster – a chance for any of your abilities to hit the opponent twice.
  3. Gloomblade – Replaces your Backstab and has no positioning advantage/requirement. Does more than the base Backstab and less than the “Backstab from behind.” Nice if you don’t want to, or can’t quite, have to position yourself behind the target.

Row 2, level 30

  1. Nightstalker – In stealth you move 20% faster and do 50% more damage.
  2. Subterfuge – Use stealth abilities for 3 seconds after leaving stealth. Also adds 100% damage to your Garrote and removes the cooldown from that ability if used in stealth or in that 3 second window.
  3. Shadow Focus – Abilities used while stealthed use 50% less energy.

Row 3, see above

Row 4, level 60

  1. Soothing Darkness – heal up while in stealth.
  2. Elusiveness & Cheat Death, see above.

Row 5, level 75

  1. Strike from the Shadows – your Shadowstrike also briefly stuns the opponent (players are “dazed” for 5 sec.)
  2. Prey on the Weak, see above.
  3. Tangled Shadow – Your Nightblade reduces your target’s movement by an additional 20%.

Row 6, level 90

  1. Premeditation – Your Cheap Shot and Shadowstrike generate an additional 1 CP.
  2. Alacrity – Your finishers have a chance to add 1% Haste, possibly stacking up to 20 times.
  3. Enveloping Shadows – finisher that does no damage , but gives you a buff that provides 1 CP every three seconds. Duration increases with more CPs used.

Row 7, level 100

  1. Master of Shadows – Immediately gain 30 energy when entering Stealth of Shadow Dance.
  2. Marked for Death and Death from Above, see above.

Rogue Poisons

Poisons are unique to Rogues and allow you to apply extra damage, DoTs, and other effects.

In Legion your poisons are Assassination only.

Once upon a time there was a poison quest needed to learn how to create the poisons that you will be applying to your weapons. Nowadays you just learn the poison spells and the poison quest is no longer available.

Your Poisons in Legion

  • Poisons are a buff. You cast them like any spell and you no longer apply them directly to your weapons (as you do with Enchants.) They last one hour. You do not have to stock them in your bags (as you used to do.)
  • You can have one lethal and one non-lethal up at any one time. You can change them on the fly.
  • Your lethals are
    • deadly – Damage over time. Nice for long fights. Additional does applied before it wears off do instant damage.
    • wound – Some instant damage and suppresses heals on the target.
    • Agonizing – An application lasts 12 seconds and increases the damage you do with your abilities over that time. Can stack up to fours times, for +16% damage. Your Mastery improves this.
  • Non lethals are
    • crippling – slows opponent movement by 50%.
    • Leeching (level 60 talent) – heals you.

The Assassination Rogue makes much better use of poisons than the other Rogue specs.


Lockpicking is another unique Rogue skill. It’s the path to ultimate riches, piles of Epics…. Well, maybe not. The main use for Lockpicking is to unlock the various boxes that are found throughout the game, some of which may actually, on occasion, contain something interesting, such as healing potions.

If you’re opening a lot of boxes or picking a lot of locks you might want to get a Glyph of Pick Lock. This reduces the time to pick a lock to zero.

With 4.0 and Cataclysm the lockpicking quests become completely obsolete, you will be unable to even get the quests. You pick up lockpicking like any other ability and your skill automatically scales with your level, just like weapons. Your skill will always be 5x your level, so if you’re a 43 Rogue then you can open locks up to skill 215.  In Legion it’ll be a max of 550 and you’ll get items like the Leystone Lockbox.


Pickpocketing is a fun little skill that, like lockpicking, can sometimes result in some interesting finds. Over time it will add more than a few gold to your pockets.

In Warlords and Legion you no longer pick potentially useful items from pockets (such as healing potions) or bad items (Ogre underwear.) You pick money and a jewelry sort of item. All the jewelry has to be fenced, no vendor will take it.

Your Fence is summoned by a Secretive Whistle, which you will quickly find while picking pockets in Draenor. Summon the fence, sell your goods and gain… dingy coins. Eventually  you can sell 1,000 of these coins to that same fence for 250 gold or more coins for more gold.

Since you have the Pickpocket skill here’s an easy way to make sure you actually use it. Open up your macro creater, create a new one, and add this code:

#showtooltip Ambush
/cast Pickpocket
/cast Ambush (Or use Cheap Shot or Garrote, or make one for each.)

The above macro will pickpocket your opponent and then attack. If it can’t have its pockets picked then the macro will just attack. The automatic pocket picking will result in several gold over the long haul as wellas those items to sell to your fence.

If you use Sap it makes the pickpocketing more reliable and you can wander through humanoid infesting areas and sap > pickpocket all of them, safely.

By the way, you can have some productive pick pocketing of Ashran NPCs.

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Stunning Moves & Interrupts

Of course, if your timing is off and/or the lag monster gets you then you aren’t interrupting anything.

Sap – Level 12

  • Must be out of combat to use. Stuns your target for some time (only a few seconds for players.) Great for setting up ambushes, slowing flag carriers, keeping a mob out of combat in PvE, and so on.

Kick – Level 18

  • Interrupts spells, but does not stun. Use this often against casters.

Gouge – level 22, Outlaw only. 

  • Causes no damage, stuns the opponent for 4 seconds, and takes you both out of combat. It will interrupt spells. If the enemy takes damage or has any kind of bleed or DOT effect then it will break your gouge.
    • Run up to mob, gouge, hop behind, and backstab.
    • Spellcasting happens > Gouge
    • Gouge and bandage for a small mid-combat heal.

Distract – Level 28

  • Distract is neither an interrupt or a stun, but it does turn non-player opponents, for about 10 seconds, allowing you to slip past them or set them up for an attack.
  • In PvP it will turn and stop an opponent, which will change their run or otherwise “distract” them, possibly setting you up for an attack or other action.
  • It does not break stealth, either yours or the opponent’s.

Cheap Shot – Level 29

  • Opens your attack by stunning the opponent for a short time and generating 2 CPs.

Blind – level 38, Outlaw and Sub only. 

  • Blinds the target which causes it to wander aimlessly for a while. Interrupts spells and any damage to the target, as with Gouge,  will break the effect.
  • It can stop a mounted opponent and doesn’t require stealth. Blind > stealth > attack

Kidney Shot – Level 40, Assassination and Sub only. 

  • Uses your Combo Points to stun your opponent for a few seconds. Also interrupts casting. The Internal Bleeding talent, for Assassination, adds a 12 second bleed.
  • a minor stun lock is Sap > Cheap shot > strike until you have up to 5 combo points > Kidney Shot > strike > strike > blind…

Shadowdance (36, Sub. only)

  • This Subtlety ability isn’t a stun by itself, but it does allow the use of Cheap Shot while out of stealth, so it allows more stuns. Lasts three seconds and has three charges. The Subterfuge talent extends it to 5 seconds. With the Vigor talent you’ll have enough energy to do good work.

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Rogue Stats

Warlords notes: Hit, Expertise, Resilience, and Reforging are all dead. There is still a Dual Wield penalty for your auto-attacks, and it’s always been there, but if you’re Outlaw then a Perk (level 92+) will remove that penalty.

Agility no longer adds to crit rating, but all Agility classes get a bonus 10% crit rating via a Critical Strikes ability.

In Legion both Multistrike and “Attuned stats” are gone.

Attuned stats: each flavor of Rogue has an “official best secondary stat,” which is supposed to increase damage output. Each spec has an ability which adds 5% more of that stat.

  • Assassination: Mastery, via level 90 Master Poisoner
  • Outlaw: Haste, via the level 30 Outlaw Potency
  • Subtlety: Multistrike, via the level 10 Sinister Calling

As for your basic stats :

  • Agility – This is your main stat, by far, especially at high level and especially for Subtlety. It adds to your Attack Power and Dodge.
    1. Each point of Ag provide 1 Attack Power
    2. Ag does not add to armor nor does it add to Crit.
  • Stamina – This is your second important stat, while leveling, though it’s well behind Agility in importance at mid to high levels. At low levels you should get lots of Stam. You’ll need it to survive and level easily and a few points of Stam will count for a lot more than a few points of anything else. At higher level keep the Stam and start looking for more Agility. Stam is also much more important for PvP than PvE.
  • Strength – Useless.
  • Intellect – Rogues have no use for Int. (We don’t need no stinkin’ brains!) We have no mana pools and no other skills or abilities that relate to Int in any way.
  • Spirit – As with Int, Rogues have no use for Spirit.

Other stats that are useful and start appearing on gear at higher levels. These are more or less in order of desireability:

  • Crit Rating – Directly increases your chance to critically hit the opposition. Sub. can never have enough. Crits do 200% damage in all but PvP, where they do 150%.
  • Attack Power– Directly increases your damage and a very desirable stat for any Rogue.
  • Haste Rating – Increases the speed of your attacks, so it also increases your overall damage done. Outlaw prefers Haste over other stats.
  • Mastery – Gained at level 80 all specs of all classes get this ability. It increases some ability that defines your character. For Assassination and Subtlety it’s very nice, Outlaw prefers Haste.
  • New: Versatility adds directly to your offense, any healing you do, and your damage reduction. Pretty decent for PvP, a little less interesting for max DPS in the raid.
  • New: Multistrike gives you two chances for an additional weak (30% effect) strike. In PvP you get one chance (which is really only a small nerf.)
  • PvP Power and Resilience – Both of these are gone on Warlords/Legion gear, but you can find them on PvP gear that’s level 90 and lower. PvP Power adds to your attack power Vs players only, Resilience reduces damage from other players.

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Gems for Rogues to Equip:

What gemming? The gems are there, but the sockets only appear (rarely) on PvE or PvP gear and those items have to appear as drops or rewards. There are no sockets on vendored items.

The gems are all prismatic (and so are the sockets,) meaning they fit into any socket and any socket takes any gem (of high enough level.) None of the new gems have primary stats (Agility,) they all have secondary stats (Mastery, etc.) There are no Meta sockets or meta gems. All the gems are (Stat) Taledites and go from regular to greater to immaculate. For example:

  1. Immaculate Mastery Taladite: +75 Mastery
  2. Greater Mastery Taladite: +50 Mastery
  3. Mastery Taladite: +35 Mastery

The immaculates are pricey, but you do have a few gold to your name, right?

Warlords note: the stats squish wildly changed gem values. a 320 Mastery gem now adds +20 Mastery. A +160 Agility gem now adds +10 Agility. The relative value of the gems should be very similar to what they were previously, as all other stats and values have been similarly squished.

Gems that were previously +Hit are now +Crit, gems that were +Expertise are now +Haste

  • Raiding – Gem for your offensive stats. Agility before everything else. Especially for Subtlety.
  • Leveling – Skip the gemming, you’ll outgrow your gear too fast. If you have plenty of gold and want to gem anyway, then go for Agility or a hybrid gem.
  • PvP – Gem for Agility or hybrid gems with Ag and your best secondary stat
A Whole Buncha Rogue Gems for Warlords of Draenor
Mists of Pandaria Gems, for gear under ilevel 600.
Meta Capacitive Primal Diamond: +20 Critical Strike, and chance on melee or ranged hit to gain Capacitance
Agile Primal Diamond: 14 Agil & 3% Increased Crit Effect
Powerful Primal Diamond: +20 Stamina and Stun Duration Reduced by 10%
Red Delicate Primordial Ruby: 10 Agility
Precise Primordial Ruby: 20 Haste
Yellow Quick Sun’s Radiance: 20 Haste
Fractured Sun’s Radiance: 20 Mastery
Smooth Sun’s Radiance: 20 Crit
Blue Rigid River’s Heart: +20 Crit
Lightning Wild Jade: +10 Haste and +10 Crit
Orange Deadly Vermilion Onyx: 5 Agility, 10 Crit
Adept Vermilion Onyx: 5 Agility, 10 Mastery
Crafty Vermilion Onyx: 10 Haste, 10 Crit
Deft Vermilion Onyx: 5 Agility, 10 Haste
Purple Glinting Imperial Amethyst: 5 Ag, 10 Crit
Accurate Imperial Amethyst: 10 Haste, 10 Crit
Green Sensei’s Wild Jade: +10 Crit and +10 Mastery
Piercing Wild Jade: +10 Critical Strike
Lightning Wild Jade: +10 Haste and +10 Crit
Cogwheel Smooth Tinker’s Gear: 38 Crit – requires an engie helm, such as this.
Precise Tinker’s Gear: 38 Haste
Fractured Tinker’s Gear: 38 Mastery


Enchants for Rogues

If you want to buy the best enchants, fund all of your alts, donate to the guild, etc., but don’t have the cash, then see what the Tycoon Addon can do about about improving your situation.

In Warlords enchants with Hit have been changed to Crit, enchants with Expertise are now Haste. None of the Mists of Pandaria enchants can be applied to items with an item level of 600 or better. Also, Warlords has removed all profession bonuses. No more +Extra Ag from Leatherworking or Inscription, for example.

There are no head enchants, all shoulder enchants come from the Inscription profession and are only for items under item level 600. There are new enchants for Neck, Cloak, Weapons, and your Rings. Not for any other pieces. (Not yet, anyway.)  All of the Warlords enchants can be added to low level items, just as with all other enchants, and will scale down appropriately. So yeah, get all those level 1 heirlooms fully enchanted.

“Mists” enchants cannot be added to items higher than item level 600.

Enchantments For Rogues
Ranged wpns not applicable
Main and off hands




Other enchants, for gear under item level 600.

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Rogue Races

Returning to step one, before you lead daring attempts at capturing the flag or can even think about topping the DPS charts, you have to start from the beginning. You have one rather large decision to make – What race of rogue should you roll, and what benefits does each provide?

The best race? It depends on what you are doing. Read on and you’ll get an idea.

Warlords note: All racials dealing with either Hit or Expertise are dead. Most of them have been replaced. New abilities will be so noted.

Pandarens can be either Horde or Alliance and get to choose when they leave their starting area.

  • You’re Bouncy and so take less falling damage. This stacks with other Rogue falling abilities and is most useful in some PvP and for cliff jumping.
  • You can stun with a strike of your paw, er… hand. Another stun for Rogues. Heh.
  • Your Rest XP is twice that of the other races (in 5.4)
  • You get more benefit from food buffs
  • You can Cook
  • WoD: nothing new.

Alliance Races

Human Rogue, Field Marshall VestementsHumans: First of the alliance races we’ll be covering is the human. humans have access to one of the most useful and powerful (PvP) racial abilities, Every Man for Himself and this one racial is why Humans make up 50% of the races in the top arena brackets.

  • Every Man for Himself – Very useful for PvP this ability allows the Human Rogue to break free from roots and snares every two minutes. Much less useful outside of PvP. It also allows you to use two damage trinkets in PvP, putting you a bit ahead of other Rogues in the damage department.
  • Next up, Diplomacy offers another 10% bonus, however this time it’s to faction/reputation gains, and with the entirety of the game being one massive faction grind it can’t hurt to have it.
  • An increase to your Versatility which scales with level.

Night Elves most notable racial is shadowmeld, highly useful due to the ability to force stealth twice when used in combination with Vanish.

  • The meld ability is similar to your stealth skill, but is usable in combat and requires immobility. Shadowmeld to Stealth is an option if Vanish is on CD, so that you can move away. It can also interrupt spells if you time it right. Meld as the spell comes at you and the spell fails. You might be able to take advantage of the Caster’s moment of confusion.  More here.
  • It does not stack with Stealth. It does drop aggro in PvE, though you can be seen if close enough.
  • Being agile, the next best Night Elf racial is a +2% dodge increase which increases your survivability.
  • 2% faster movement overall.
  • +1% Haste by night, +1% Crit by day.

Dwarves have stoneform as the only notable racial, and it can be especially useful in crucial PvP situations, although strangely enough this is largely a defensive racial for fighting other rogues.

  • Good with Archaeology.
  • Stoneform washes away bleeds, certain other effects and decreases damage by 10%. Definitely one of the better defensive racials.
  • Critical Strike bonus damage and healing dealt increased by 2%.

Gnomes were said, by some, to be the greatest alliance PvP race (along with humans) due to the usage of a single racial, escape artist, the woe of all classes (that use snares, roots, and stuns) bundled up into one root/snare breaking ability.  The ability is not what it used to be, but it’s still good.

  • Their small size has some utility, making gnomes a bit more difficult on people who target opponents with the mouse. This is more useful (for PvP) than it seems at first glance.
  • Increased engineering skill is ok if you choose to level that profession as there are a number of Engie trinkets that Rogues will find useful.
  • 5% more energy


  • They come with a Sprint type ability (nice when it’s needed) and
  • increased crit rating, also nice.
  • Their “Reduced Duration of Curses and Diseases” is occasionally useful.
  • Worgen are good at skinning things.
  • WoD: no changes

Draenei cannot be Rogues. Perhaps they’re just too noble?


Horde Races

Undead Rogue in Field Marshall VestementsTrolls

  • Regeneration now grants a completely worthless and pathetic boost to health regeneration. Use a bandage, it’s much better.
  • Secondly you have Berserking: a 15% 20 second increase to your Haste. Very nice, add it to your macros.
  • A Reduced duration of snares/roots is nice for PvP, though not nearly so useful as the break free that Humans and Gnomes get.
  • WoD: Beast slaying now gives you 25% more XP for kills. Great for leveling, useless at max level.

Orcs on the other hand get far more of the good horde racial abilities, namely blood fury and hardiness, both of situational brilliance for rogues.

  • Blood fury is a great talent for improving your DPS. As with the Trolls you can add this to your macros.
  • Hardiness on the other hand is a useful partial counter to any class that uses stuns. It doesn’t sound like much until you note the number of people complaining about Orc stun resistance.
  • The increased damage by pets is something that you will never use, so Zzzzz….

Undead are a staple PvP Class and make up a lot of the Horde Arena Rogues.

  • Will of the Forsaken, a racial granting temporary immunity to fear, sleep, and charm as well as breaking any already present effects of these types.  Uuseful when fighting Warlocks, Priests, etc. Not so useful outside of PvP.
  • Cannibalize is fairly gnarly to rub it in whenever you kill someone, also a great leveling regeneration talent. Why bother with /spit after you’ve killed another player when you can eat that player? Also frees up a bag slot since you don’t need to carry food.
  • New in Mists of Pandaria the Undead gained a Drain Life ability. This is a passive effect that also heals you. It will add to your overall damage done.
  • Resistance to Shadow Damage. Yawn. Ok, every little bit helps.
  • In WoD an old ability, Underwater Breathing, returned and is now indefinite. No more water breathing potions for you.

Blood Elves

  • Arcane Torrent, the real gem, which silences nearby casters for two seconds and restores a small amount of energy. Any silencing ability, even a short one, is of use against any caster class.
  • The increase to Enchanting skill has no direct usefulness,
  • A bit of magic resistance is occasionally nice to have, but will rarely be noticed.
  • +1 crit rating helps.


  • Rocket jump is a forward leap, usable every 2 min, and which will break you out of stealth. It’s also a nice escape which will probably let you get behind cover and back into stealth quickly.
  • Rocket Barrage is a short range attack that does decent damage at low levels.
  • Increased haste is always nice
  • Vendor discounts and summoning a personal bank won’t help you to kill things, but is nice when gold is short.
  • You’re good with Alchemy, which is a pretty useful skill.
  • WoD: no real changes.

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Tradeskills for Rogues

In Warlords: All profession bonuses have been removed. No more Haste from Herbalism, Agility from the Leatherworking bracer enchant, etc.

Any gear or weapons made by a crafting profession can also be upgraded by the same profession. You create items to do this and also create items that can reroll the secondary stats on the item. For example:

  1. You make your 640 item level chest, but it has the “wrong stats.” Usable at level 91.
  2. Reroll them as necessary with leather refurbishing kit until you have the stats you want.
  3. add 3x burnished essence to boost the item to 685.
  4. add 1x mighty burnished essence to boost it to 700.
  5. add 1x savage burnished essence to boost it to its 715 max. Still usable at 91.
  6. Note that you can only have a max of three crafted items at one time. So I recommend Chest, Legs, and Weapon.

All of the Warlords crafted items (armor, weapons, jewelry, tinkets) basically work the same way. Create, reroll, enhance.

Basically, while leveling, our recommendation is to skip the crafting skills and to go with Herbalism and Skinning gathering skills. Mining is also an option, obviously.

Before level 90, when you can access the Warlords crafts, the crafting skills are generally way too expensive, unless you have a good cash flow or a generous benefactor. If you just have to go for a craft, then Engineering and leatherworking might be the most generally useful crafting professions.

The crafts, below 91, aren’t all that useful even for gear, though there are some sweet spots.

  • Leatherworking has a lot of nice items that you can create and use. Skinning is a natural match. You’ll be able to make some useful stuff while leveling or for your leather or mail wearing alts. At 91 you can make item level 640 gear (see above,) which is nice for starting raids or PvP.
  • Alchemy has a number of useful potions and various transmutes. There is a very nice trinket, as well.
  • Inscription makes all the glyphs, all the high level shoulder enchants, a few nice items for your caster buddies, and some misc items, including Fortune Cards.
  • Engineering has a number of useful gadgets and may be worth the expense, but watch for side-effects. Draenor engineering is easier, faster, and lets you make rockets, shields, and other useful items.
  • Blacksmithing has a couple of useful weapons, but is a very expensive profession to level if you want those. It’s easier to buy the mats and hire a Blacksmith to make your items. Dreanor Blacksmithing will let you make item level 630 weapons.
  • Jewelcrafting & Enchanting have little value while leveling. If you need gems or enchants it’s much easier just to buy them from a crafter or off the AH.
  • Tailoring is of no use to a Rogue, unless you really want a flying carpet.

Previously First Aid and potions were the only methods we possessed for healing and they both can serve to boost your leveling speeds dramatically. Now we have Recuperate which often means that we have a heal going at all times. Very nice. Leeching Poison, at 60, adds another (much smaller) heal. It might be that you’ll never have to use another bandage, but take the skill anyway.

Never underestimate the Gouge and First aid combo whether it’s a PvP or PvE situation. This macro works just fine even when you don’t have a target. Just bind it to a key and hit that key whenever you need to bandage yourself. It will work even if you don’t have a target to Gouge.

Draenor First Aid will let you make the usual bandage, but also healing potions that actually heal more than the bandages.

1st Aid Macro
(change the bandage type to whatever bandage you are using:)

/cast Gouge
/use [target=player] Heavy Netherweave Bandage

Secondly Cooking combined with Fishing can ease the price of food while leveling should you feel like picking them up, Certain fish and some cooked foods sell well, so there’s gold potential here. Neither of these skills take up a profession slot making it easy enough to pick both up.

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Leveling Up

This section is only an overview of Rogue leveling, check out our Rogue Leveling Guide for more information.

Leveling as a rogue is actually quite fun in my opinion, more so than that of likely any other class.  The class simply becomes more fun as you level, the enjoyment factor increasing as you pick up each new tactical and intriguing ability, cheap shot, ambush, etc. Most the the Rogue’s strikes play as if they were intended for PvP.

Rogues use energy to drive their special strikes. No energy, no specials, so energy management becomes important. Combo points (CP) drive your finishing strikes and you get CPs from your opening strikes and special strikes (such as Sinister Strike.)

Finally, and everyone who inhabits a PvP server will most likely agree with me on this one, rogues are one of the the ultimate ganking classes in the game.  We not only possess the tools to avoid an attempted gank and survive quite easily, but are also pretty good at returning the favor.

We’re also good at escaping/avoiding the gankers. Speaking of ganking and PvP, look into the Spy addon to keep an eye on potential player enemies.

Openers – starting the assault

  • Cheap shot – Locks up your opponent for a few moments. By the time it wears off you will have likely done 30-50% of the mob’s health. You will probably have done more than if you opened with Ambush. (Except as patch 4.0 went live Ambushes were one-shotting opponents.) You don’t have to be behind the opponent. Just run up (stealthed) and CS.
  • Ambush – Must be stealthed. At high level, with good weapons, Ambush + Sinister Strike/Mutilate + Eviscerate/Envenom can unload a lot of damage very quickly. There is no positioning requirement for Ambush.
  • Garrote – Also must be stealthed and behind the opponent. Causes an 18 second bleed, which is great for PvP and Instances. It’s best use for leveling is for mobs that run away. With Garrote on them they run and die.


Finishers – spending your Combo Points

  • Eviscerate – Uses up all your CPs in one damage burst. Ambush + Premeditation > 5 Combo Point Eviscerate can be brutal.
  • Kidney Shot – Much like Cheap Shot, KS locks up your opponents. More CPs = longer stun duration. Great for cancelling your opponent’s actions (such as spell-casting.) Note that your Internal Bleeding talent makes it into a bleed as well as a stun.
  • Rupture – Not so useful for leveling, nice for certain PvP situations, very useful in raiding and instances (where things don’t die immediately.) Also useful when fighting mobs which run away. Rupture before they run and watch them die over there.
  • Envenom – Replaces Eviscerate for Assassination. Hits hard and increases your poison application chance.
  • Slice and Dice – Very nice for long fights, or when fighting one after the other. This increases your normal attack speed, not your special attacks, so it’s an overall damage increase. An Assassination perk makes this passive at 92+.
  • Dead in Legion: Recuperate – This is your Heal over Time ability. Finish a fight with leftover combo points and hit Recuperate. With this ability (especially if you take the appropriate talents) there is very little downtime while leveling and your survivability in PvP and PvE is increased. Instances – With all the area effect and random damage (meaning you’ll take damage even if the tank is good) you should consider having Recuperate up at all times.

As you level use Wound and Crippling poisons.



Rogue PvP

With Warlords of Draenor Sub. is still the spec of choice for PvP, but Outlaw is very viable and Assassination isn’t bad. With 6.1 Cbt was kicking butt. With 6.2 Assassination got some buffs and was probably #1 and still is going into patch 6.3. Subtlety is now possibly #3.

  1. Assassination PvP – Poisons and consistent serious damage.
  2. Outlaw PvP – Solid consistent damage, good burst damage.
  3. Subtlety PvP – Murderous burst out of stealth and with Shadowdance, but weak damage when not in those situations.



How to Get to the Level Cap Fast!

Hit the Level Cap Fast
And Legion!

Rogue leveling is easy and all specs work well.  Regardless of which build you choose you really will find the leveling to be easy. Still, there are thousands of quests and a bazillion mobs to kill (not to mention other players, but they don’t count here.) Sorting out which quests are best and which series of quests will get you to 90 the fastest is another game, which is why we highly recommend Zygor’s Guide.

Zygor’s is an in-game guide and it nearly automates the whole leveling process: you just pick your starting point, at any level, and the guide tracks which quest you’re on, tracks the quest objectives, and automatically advances and updates as you complete your tasks and quests. In addition, a waypoint arrow is set automatically, so you never have to wonder where to go. All of the important quest info is included in the guide so you never have to wonder what to do.

Playing with Heirlooms and/or Recruit a friend? Gaining a few levels in the dungeons or in PvP? Zygor’s has your backThe guide knows what level you are and will correctly suggest where to go next. It will also dump all of your obsolete quests. And you will probably never need to look at your quest log again. Not even in Warlords of Draenor or Legion.

Grab your copy here or read our review


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Other Rogue Guides – Where to go from here:

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11 thoughts on “The Rogue Guide for the World of Warcraft

  1. thanks for this very nice guide! rogue is my alt, so i’m not the best in the world at the class. i had so much fun with my rogue last night thought i might put some more thought into it. this is gonna help me a lot!

    simple question, just for clarification: your comment about lockpicking kinda jogged my memory, but it’s not something i can actually level by lockpicking right? i just have to level my rogue and i’ll eventually be able to open the 10 or so level 425 lockboxes i have in my bags right?

    1. That’s correct, which I recently was reminded of as my Rogue picks up those M of P boxes requiring 450 skill (and level 90.) 🙂

  2. I’m a new rogue so maybe I don’t understand but gouge doesn’t take me out of combat. Is this not updated or am doin something wrong.

    1. Hey Tau, I just tested this to be certain. Gouge does take you out of combat, but you have to be sure that something else you’re doing isn’t putting you back into combat, such as any kind of follow-up attack. Any damage the target receives, such as from your bleeds, deadly poison, etc. will break the gouge, but won’t put you back into combat. Test it on a target dummy or a willing opponent.

  3. Yes Shadowmeld is good but he is right when Humans are pvping U gotta figure (Shadowmeld + STealth Will not help u in the Humans Special Ability of seeing Stealthed objects which will make u detected) Plus Shadowmeld is for Standing Still So u fuckup ur plans and Stealth can be upgraded Last i knew to make u 45% less noticeable

    1. (Shadowmeld notes on the guide were updated.) The Human “Stealth Preception” ability was zapped back when 4.0 was initially released and it doesn’t look like it’s coming back.

      I think Shadowmeld is more useful to non-rogues, but a sharp player could make it work. For example, it can be used in combat. Shadowmeld > stealth > move away might well have some situational use. People have reported that you can use your openers from ‘meld (I haven’t tested this.)

  4. Shadow meld is a far superior rogue racial to ANY other racial, if you don’t know why, then you probably shouldn’t be making rogue guides.

    1. While I consider Shadowmeld one of the better racials, the human racial is arguably more useful in a greater variety of situations which is why PvPers make humans more often than night elves.

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