For Rogues, the biggest change in WoW Forever is that
Sap no longer breaks
Stealth. You can take one enemy out of a pull and still open on another, and
Distract now also makes enemies worse at spotting you.
Energy also refills smoothly instead of in a burst every two seconds. Rogues can learn to use one-handed axes, and poisons have more charges and work alongside sharpening stones.
Assassination gets
Mutilate, a strike with a dagger in each hand, and ends in
Venom, a finisher that strengthens your poisons. Combat folds its weapon talents into
Hack and Slash and now works for a
Backstab build too. Subtlety is built around
Rupture, with
Hemorrhage making it hit harder and
Thousand Cuts making your next strikes cheaper.
Try a build as you read in the Rogue talent calculatorRogue talentsAssassination, Combat, Subtlety.
Spells
Sap
No longer breaks your
StealthStealthRank 4Instant10 sec cooldownAllows the rogue to sneak around, but reduces your speed by 30%. Lasts until cancelled.
.
ClassicRank 3Incapacitates the target for up to 45 sec. Must be stealthed. Only works on Humanoids that are not in combat. Any damage caused will revive the target. Only 1 target may be sapped at a time.
ForeverRank 3Incapacitates the target for up to 45 sec. Only works on Humanoids that are not in combat. Any damage taken will break the effect. Only 1 target may be sapped at a time. Does not break Stealth.
Expose Armor
Now matches five Sunder Armors, and Warriors can still use Sunder Armor on the target.
ClassicRank 5Finishing move that exposes the target for 30 sec, reducing armor per combo point: 1 point : 340 armor 2 points: 680 armor 3 points: 1020 armor 4 points: 1360 armor 5 points: 1700 armor
ForeverRank 5Finishing move that exposes the target for 30 sec, reducing Armor per combo point: 1 point : 450 Armor 2 points: 900 Armor 3 points: 1350 Armor 4 points: 1800 Armor 5 points: 2250 Armor A miss does not consume your Combo Points.
Other changes
- DistractDistract
Throws a distraction, attracting the attention of all nearby enemies and reducing their Stealth detection as if they were 1 level lower for 10 seconds. Does not break stealth.
Also makes enemies worse at spotting you, though enemy players see the debuff. - FeintFeintRank 5
Performs a feint, causing no damage but lowering your threat by a large amount, making the enemy less likely to attack you.
Lowers your threat twice as much.
Assassination talents

Increases the damage done by your Eviscerate ability by 15%.

After killing an opponent that yields experience or honor, gives you a 40% increased critical strike chance on your next Sinister Strike, Backstab, Ambush, or Ghostly Strike. Lasts 20 sec.

Increases your critical strike chance by 5%.

Gives your finishing moves a 60% chance to add a combo point to your target.

Increases all damage caused against Humanoid, Giant, Beast and Dragonkin targets by 2%.

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

Your finishing moves have a 20% chance per combo point to restore 25 energy.

Increases the armor reduced by your Expose Armor ability by 50%.

Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Ghostly Strike, and Hemorrhage abilities by 30%.

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

Increases the chance to apply poisons to your target by 10%.

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

While affected by your Kidney Shot ability, the target receives an additional 9% damage from all sources.

Your critical strikes from abilities that add combo points have a 100% chance to add an additional combo point.

Increases your maximum Energy by 10.

Increases the duration of your Gouge ability by 1.5 sec.

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.

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

Gives your finishing moves a 60% chance to add a Combo Point to your target.

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

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

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

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

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

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

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

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

Increases your maximum Energy by 10.

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.

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

Your critical strikes from abilities that add Combo Points have a 100% chance to add an additional Combo Point.

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 seconds 2 points: 12 seconds 3 points: 15 seconds 4 points: 18 seconds 5 points: 21 seconds
Mutilate
A new strike with a dagger in each hand, in row 5.
ForeverRank 1/1Instantly 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.
Venom
A new finisher at the bottom of the tree that strengthens your poisons.
ForeverRank 1/1Finishing 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 seconds 2 points: 12 seconds 3 points: 15 seconds 4 points: 18 seconds 5 points: 21 seconds
Improved Poisons
Now also gives your poisons a chance to keep their charges.
ClassicRank 5/5Increases the chance to apply poisons to your target by 10%.
ForeverRank 5/5Increases the chance to apply Poisons to your target by 10%, and gives Poison applications a 50% chance to not consume a charge.
Improved Expose Armor
Now makes
Expose ArmorExpose ArmorRank 525 EnergyMelee rangeInstantRequires Melee Weapon
Finishing move that exposes the target for 30 sec, reducing Armor per combo point: 1 point : 450 Armor 2 points: 900 Armor 3 points: 1350 Armor 4 points: 1800 Armor 5 points: 2250 Armor
A miss does not consume your Combo Points.
cheaper and refunds combo points, instead of adding armor reduction.
ClassicRank 2/2Increases the armor reduced by your Expose Armor ability by 50%.
ForeverRank 2/2Reduces the Energy cost of your Expose Armor ability by 10, and refunds 2 Combo Points when cast with 5 Combo Points.
Murder
Now adds 4% damage against humanoids and giants, but not beasts or dragonkin.
ClassicRank 2/2Increases all damage caused against Humanoid, Giant, Beast and Dragonkin targets by 2%.
ForeverRank 2/2Increases all damage dealt by 4% against Humanoid and Giant targets.
Other changes
- MaliceMaliceRank 5/5
Increases your critical strike chance with all attacks and Poisons by 5%.
Now also raises your poisons' crit chance. - LethalityLethalityRank 5/5
Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike, and Hemorrhage abilities by 20%.
Now covers
MutilateMutilateRank 1/1Requires 20 points in Assassination Talents60 EnergyInstantly 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.
, but adds 20% crit damage instead of 30%. - Cold BloodCold BloodRank 1/1
When activated, increases the critical strike chance of your next Sinister Strike, Backstab, Ambush, Eviscerate, or Mutilate by 100%.
Moved up to row 4, and now works with
MutilateMutilateRank 1/1Requires 20 points in Assassination Talents60 EnergyInstantly 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.
. - Improved Kidney Shot2 ranks, 3 in ClassicImproved Kidney ShotRank 2/2
Enemies Stunned by your Kidney Shot ability take 10% increased damage from your poisons and attacks.
Now only boosts your own damage on the stunned target. - Improved GougeImproved GougeRank 3/3
Increases the duration of your Gouge ability by 1.5 sec.
Moved here from Combat. - Vigor2 ranks, 1 in ClassicVigorRank 2/2
Increases your maximum Energy by 10.
Moved up to row 5, now in two ranks.
Combat talents

Increases the effect duration of your Gouge ability by 1.5 sec.

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

Increases your Dodge chance by 5%.

Increases the critical strike chance of your Backstab ability by 30%.

Increases your Parry chance by 5%.

Increases your chance to hit with melee weapons by 5%.

Reduces the cooldown of your Sprint and Evasion abilities by 1.5 min.

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

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

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

Increases your chance to get a critical strike with Daggers by 5%.

Increases the damage done by your offhand weapon by 50%.

Increases your skill with Maces by 5, and gives you a 6% chance to stun your target for 3 sec with a mace.

Increases your attack speed by 20%. In addition, attacks strike an additional nearby opponent. Lasts 15 sec.

Gives you a 5% chance to get an extra attack on the same target after dealing damage with your Sword.

Increases your chance to get a critical strike with Fist Weapons by 5%.

Increases your skill with Sword, Fist and Dagger weapons by 5.

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

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

Increases the damage done by your Eviscerate ability by 20% (was 15%).

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

Increases your Dodge chance by 5%.

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.

Increases your Parry chance by 6% (was 5%).

Improves your chance to hit by 3%.

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

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

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

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

Reduces the Energy cost of your Eviscerate ability by 10.

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

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

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.

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

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

Increases your Energy regeneration rate by 100% for 15 sec.
Hack and Slash
Replaces the four weapon specializations with one talent that suits any weapon.
ClassicRank 5/5Dagger Specialization
Increases your chance to get a critical strike with Daggers by 5%.
ForeverRank 5/5Gives 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.
Puncturing Wounds
Replaces
Improved BackstabImproved BackstabRank 3/3Increases the critical strike chance of your Backstab ability by 30%.
, also helps
MutilateMutilateRank 1/1Requires 20 points in Assassination Talents60 EnergyInstantly 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.
, and can give
BackstabBackstabRank 960 EnergyMelee RangeInstantRequires Dagger
Backstab the target, causing 150% weapon damage plus 150 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
an extra combo point.
ClassicRank 3/3Improved Backstab
Increases the critical strike chance of your Backstab ability by 30%.
ForeverRank 3/3Increases 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.
Endurance
Now cuts
SprintSprintRank 3Instant5 min cooldownIncreases the rogue's movement speed by 70% for 15 sec. Does not break stealth.
's and
EvasionEvasionInstant5 min cooldownThe rogue's dodge chance will increase by 50% for 15 sec.
's cooldowns by 60%.
ClassicRank 2/2Reduces the cooldown of your Sprint and Evasion abilities by 1.5 min.
ForeverRank 2/2Reduces the cooldown of your Sprint and Evasion abilities by 60%.
Weapon Expertise
Now makes your attacks harder to dodge and parry, instead of adding weapon skill.
ClassicRank 2/2Increases your skill with Sword, Fist and Dagger weapons by 5.
ForeverRank 2/2Reduces the chance for your attacks to be Dodged or Parried by 2%.
Dual Wield Specialization
Now adds 25% off-hand damage instead of 50%.
ClassicRank 5/5Increases the damage done by your offhand weapon by 50%.
ForeverRank 5/5Increases the damage done by your off-hand weapon by 25%.
Other new talents
- Flawless ExecutionFlawless ExecutionRank 1/1
Reduces the Energy cost of your Eviscerate ability by 10.
Makes
EviscerateEviscerateRank 935 EnergyMelee RangeInstantRequires Axe, Mace, Polearm, Sword, Staff, Fist Weapon, Dagger, Spear
Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 224-332 damage 2 points: 394-502 damage 3 points: 564-672 damage 4 points: 734-842 damage 5 points: 904-1012 damage
cost 10 less Energy.
Other changes
- Improved EviscerateImproved EviscerateRank 3/3
Increases the damage done by your Eviscerate ability by 20% (was 15%).
Moved here from Assassination, and now adds 20% damage instead of 15%. - AggressionAggressionRank 3/3
Increases the damage of your Sinister Strike, Backstab, and Eviscerate abilities by 6%.
Now also boosts
BackstabBackstabRank 960 EnergyMelee RangeInstantRequires Dagger
Backstab the target, causing 150% weapon damage plus 150 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
. - Precision3 ranks, 5 in ClassicPrecisionRank 3/3
Improves your chance to hit by 3%.
Now adds 3% hit instead of 5%. - Deflection3 ranks, 5 in ClassicDeflectionRank 3/3
Increases your Parry chance by 6% (was 5%).
Now adds 6% parry instead of 5%.
Removed from the tree
- Dagger SpecializationDagger SpecializationRank 5/5
Increases your chance to get a critical strike with Daggers by 5%.
Removed, and
Hack and SlashHack and SlashRank 1/5Requires 20 points in Combat TalentsGives your melee weapon attacks a benefit depending on the weapon.
Axe/Sword: Your successful melee attacks have a 1% chance to trigger an extra attack on the target.
Dagger/Fist: Increases your critical strike chance by 1%.
Mace: Your attacks ignore 3% of your target's armor.
Rank 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.
gives daggers its crit bonus. - Fist Weapon SpecializationFist Weapon SpecializationRank 5/5
Increases your chance to get a critical strike with Fist Weapons by 5%.
Removed, and
Hack and SlashHack and SlashRank 1/5Requires 20 points in Combat TalentsGives your melee weapon attacks a benefit depending on the weapon.
Axe/Sword: Your successful melee attacks have a 1% chance to trigger an extra attack on the target.
Dagger/Fist: Increases your critical strike chance by 1%.
Mace: Your attacks ignore 3% of your target's armor.
Rank 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.
gives fist weapons its crit bonus. - Mace SpecializationMace SpecializationRank 5/5
Increases your skill with Maces by 5, and gives you a 6% chance to stun your target for 3 sec with a mace.
Removed, and
Hack and SlashHack and SlashRank 1/5Requires 20 points in Combat TalentsGives your melee weapon attacks a benefit depending on the weapon.
Axe/Sword: Your successful melee attacks have a 1% chance to trigger an extra attack on the target.
Dagger/Fist: Increases your critical strike chance by 1%.
Mace: Your attacks ignore 3% of your target's armor.
Rank 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.
makes maces ignore armor instead of stunning.
Subtlety talents

Reduces the chance enemies have to detect you while in Stealth mode. More effective than Master of Deception (Rank 4).

Increases the damage dealt when striking from behind with your Backstab, Garrote, or Ambush abilities by 20%.

Reduces the chance you are critically hit by melee and ranged attacks by 2% and increases the threat reduction of your Feint ability by 20%.

Reduces the cooldown of your Vanish and Blind abilities by 1.5 min.

Increases your speed while stealthed by 15% and reduces the cooldown of your Stealth ability by 5 sec.

Gives you a 75% chance to add an additional combo point to your target when using your Ambush, Garrote, or Cheap Shot ability.

A strike that deals 125% weapon damage and increases your chance to dodge by 15% for 7 sec. Awards 1 combo point.

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

Gives you a 45% chance to add a combo point to your target after dodging their attack or fully resisting one of their spells.

Gives you a 90% chance to return to stealth mode after using your Sap ability.

Causes your attacks to ignore 300 of your target's Armor and increases the damage dealt by your Rupture ability by 30%. The amount of Armor reduced increases with your level.

Increases your Stealth detection and reduces the chance you are hit by spells and ranged attacks by 4%. More effective than Heightened Senses (Rank 1).

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

Reduces the Energy cost of your Cheap Shot and Garrote abilities by 20.

An instant strike that damages the opponent and causes the target to hemorrhage, increasing any Physical damage dealt to the target by up to 3. Lasts 30 charges or 15 sec. Awards 1 combo point.

Increases your Attack Power by 10%.

When used, adds 2 combo points to your target. You must add to or use those combo points within 10 sec or the combo points are lost.

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

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

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

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.

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

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

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

Gives you a 100% (was 75%) chance to add an additional combo point to your target when using your Ambush, Garrote, or Cheap Shot ability.

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.

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.

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%.

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.

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

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.

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

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.

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

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

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.
Thousand Cuts
Each tick of your
RuptureRuptureRank 625 EnergyMelee RangeInstantRequires Axe, Mace, Polearm, Sword, Staff, Fist Weapon, Dagger, Spear
Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 159 damage over 8 secs 2 points: 222 damage over 10 secs 3 points: 295 damage over 12 secs 4 points: 377 damage over 14 secs 5 points: 469 damage over 16 secs
makes your next
HemorrhageHemorrhageRank 1/1Requires 20 points in Subtlety TalentsRequires Serrated Blades35 EnergyAn 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.
or
BackstabBackstabRank 960 EnergyMelee RangeInstantRequires Dagger
Backstab the target, causing 150% weapon damage plus 150 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
cheaper.
ForeverRank 1/1When 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.
Hemorrhage
Now makes your own
RuptureRuptureRank 625 EnergyMelee RangeInstantRequires Axe, Mace, Polearm, Sword, Staff, Fist Weapon, Dagger, Spear
Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 159 damage over 8 secs 2 points: 222 damage over 10 secs 3 points: 295 damage over 12 secs 4 points: 377 damage over 14 secs 5 points: 469 damage over 16 secs
hit harder, and hits harder with a dagger.
ClassicRank 1/1An instant strike that damages the opponent and causes the target to hemorrhage, increasing any Physical damage dealt to the target by up to 3. Lasts 30 charges or 15 sec. Awards 1 combo point.
ForeverRank 1/1An 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.
Premeditation
Moved up to row 4, and its combo points now last 20 seconds.
ClassicRank 1/1When used, adds 2 combo points to your target. You must add to or use those combo points within 10 sec or the combo points are lost.
ForeverRank 1/1Adds 2 Combo Points to your target. You must add to or use those combo points within 20 sec or the combo points are lost.
Serrated Blades
Now ignores 9% of the target's armor instead of a set amount.
ClassicRank 3/3Causes your attacks to ignore 300 of your target's Armor and increases the damage dealt by your Rupture ability by 30%. The amount of Armor reduced increases with your level.
ForeverRank 3/3Causes your attacks to ignore 9% of your target's Armor and increases the damage dealt by your Rupture ability by 30%.
Opportunity
Now also covers
MutilateMutilateRank 1/1Requires 20 points in Assassination Talents60 EnergyInstantly 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.
, but adds 10% instead of 20%.
ClassicRank 5/5Increases the damage dealt when striking from behind with your Backstab, Garrote, or Ambush abilities by 20%.
ForeverRank 2/2Increases the damage dealt by your Backstab, Garrote, Ambush, and Mutilate abilities by 10%.
Other new talents
- QuietusQuietusRank 5/5
Your Sinister Strike, Ghostly Strike, and Hemorrhage abilities cause 10% more damage against targets below 35% health.
Sinister StrikeSinister StrikeRank 845 EnergyMelee RangeInstantRequires Axe, Mace, Polearm, Sword, Staff, Fist Weapon, Dagger, Spear
An instant strike that causes 68 damage in addition to your normal weapon damage. Awards 1 combo point.
,
Ghostly StrikeGhostly StrikeRank 1/1Requires 10 points in Subtlety Talents40 EnergyA 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.
and
HemorrhageHemorrhageRank 1/1Requires 20 points in Subtlety TalentsRequires Serrated Blades35 EnergyAn 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.
deal 10% more to targets below 35% health. - CutthroatCutthroatRank 5/5
Your Backstab has a 15% chance to cause your next Ambush within 10 sec to not require Stealth.
BackstabBackstabRank 960 EnergyMelee RangeInstantRequires Dagger
Backstab the target, causing 150% weapon damage plus 150 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
can let you use your next
AmbushAmbushRank 660 EnergyMelee RangeInstantRequires Stealth
Requires Dagger
Ambush the target, causing 250% weapon damage plus 290 to the target. Must be stealthed and behind the target. Requires a dagger in the main hand. Awards 1 combo point.
without
StealthStealthRank 4Instant10 sec cooldownAllows the rogue to sneak around, but reduces your speed by 30%. Lasts until cancelled.
. - Dirty TricksDirty TricksRank 2/2
Reduces the Energy cost of your Sap and Blind abilities by 50%.
Replaces
Improved SapImproved SapRank 3/3Gives you a 90% chance to return to stealth mode after using your Sap ability.
, and halves the Energy cost of
SapSapRank 365 EnergyMelee RangeInstantRequires Stealth
Requires Axe, Mace, Polearm, Sword, Staff, Fist Weapon, Dagger, Spear
Incapacitates the target for up to 45 sec. Only works on Humanoids that are not in combat. Any damage taken will break the effect. Only 1 target may be sapped at a time. Does not break Stealth.
and
BlindBlind30 Energy10 yd rangeInstant5 min cooldownBlinds the target, causing it to wander disoriented for up to 10 sec. Any damage caused will remove the effect.
. - Improved DistractImproved DistractRank 2/2
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.
Makes
DistractDistract30 Energy30 yd rangeInstant30 sec cooldownThrows a distraction, attracting the attention of all nearby enemies and reducing their Stealth detection as if they were 1 level lower for 10 seconds. Does not break stealth.
reach farther and work better against
StealthStealthRank 4Instant10 sec cooldownAllows the rogue to sneak around, but reduces your speed by 30%. Lasts until cancelled.
detection.
Other changes
- SetupSetupRank 3/3
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.
Moved up to row 2, and now always adds a combo point when you dodge or resist. - InitiativeInitiativeRank 3/3
Gives you a 100% (was 75%) chance to add an additional combo point to your target when using your Ambush, Garrote, or Cheap Shot ability.
Now always adds the extra combo point. - Dirty DeedsDirty DeedsRank 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.
Now also lets you
GarroteGarroteRank 650 EnergyMelee RangeInstantRequires Stealth
Garrote the enemy, causing 552 damage over 18 sec, increased by your Attack Power. Must be stealthed and behind the target. Awards 1 combo point.
from the front. - Ghostly StrikeGhostly StrikeRank 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.
Now hits harder with a dagger. - Master of Deception3 ranks, 5 in ClassicMaster of DeceptionRank 3/3
Reduces the chance enemies have to detect you while in Stealth mode as if you were 3 levels higher.
Now takes 3 points instead of 5. - CamouflageCamouflageRank 5/5
Reduces your speed penalty from your Stealth ability by 15% and reduces its cooldown by 6 sec.
Moved up to row 1, and takes a little more off
StealthStealthRank 4Instant10 sec cooldownAllows the rogue to sneak around, but reduces your speed by 30%. Lasts until cancelled.
's cooldown.
Removed from the tree
- Improved SapImproved SapRank 3/3
Gives you a 90% chance to return to stealth mode after using your Sap ability.
Removed, since
SapSapRank 365 EnergyMelee RangeInstantRequires Stealth
Requires Axe, Mace, Polearm, Sword, Staff, Fist Weapon, Dagger, Spear
Incapacitates the target for up to 45 sec. Only works on Humanoids that are not in combat. Any damage taken will break the effect. Only 1 target may be sapped at a time. Does not break Stealth.
no longer breaks
StealthStealthRank 4Instant10 sec cooldownAllows the rogue to sneak around, but reduces your speed by 30%. Lasts until cancelled.
for anyone. - DeadlinessDeadlinessRank 5/5
Increases your Attack Power by 10%.
Removed, along with its 10% attack power. - Sleight of HandSleight of HandRank 2/2
Reduces the chance you are critically hit by melee and ranged attacks by 2% and increases the threat reduction of your Feint ability by 20%.
Removed, along with its lower chance to be crit and stronger
FeintFeintRank 520 EnergyMelee RangeInstant10 sec cooldownPerforms a feint, causing no damage but lowering your threat by a large amount, making the enemy less likely to attack you.
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Requires Stealth
Requires Axe, Mace, Polearm, Sword, Staff, Fist Weapon, Dagger, Spear
Incapacitates the target for up to 45 sec. Only works on Humanoids that are not in combat. Any damage taken will break the effect. Only 1 target may be sapped at a time. Does not break Stealth.
Allows the rogue to sneak around, but reduces your speed by 30%. Lasts until cancelled.
Throws a distraction, attracting the attention of all nearby enemies and reducing their Stealth detection as if they were 1 level lower for 10 seconds. Does not break stealth.
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.
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 seconds 2 points: 12 seconds 3 points: 15 seconds 4 points: 18 seconds 5 points: 21 seconds
Gives your melee weapon attacks a benefit depending on the weapon.
Axe/Sword: Your successful melee attacks have a 1% chance to trigger an extra attack on the target.
Dagger/Fist: Increases your critical strike chance by 1%.
Mace: Your attacks ignore 3% of your target's armor.
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.
Requires Dagger
Backstab the target, causing 150% weapon damage plus 150 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Requires Axe, Mace, Polearm, Sword, Staff, Fist Weapon, Dagger, Spear
Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 159 damage over 8 secs 2 points: 222 damage over 10 secs 3 points: 295 damage over 12 secs 4 points: 377 damage over 14 secs 5 points: 469 damage over 16 secs
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.
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.



