Class guide
Combat Rogue Guide for WoW Forever
Combat Rogue for WoW Forever: a level 30 build, level 60 builds for swords, axes, maces, fists or daggers, and how Hack and Slash works.
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Variants
Overview
Combat is the steady, sustained-damage Rogue spec in WoW Forever. You build Combo Points, keep Slice and Dice up, and spend the rest on Eviscerate, while Blade Flurry and Adrenaline Rush turn two-minute and five-minute windows into huge damage. It levels smoothly from 10 to 60 with the fewest moving parts, and its raid builds need only one buff and one damage finisher.
The big change is weapons. Classic Combat forced you into swords. Forever replaces the old weapon specializations with one talent, Hack and Slash, which reads the weapon in your hands: swords and axes get extra attacks, daggers and fist weapons get critical strike chance, and maces ignore armor. The new Puncturing Wounds makes a Backstab build at home in the Combat tree. Play the best weapon you have.
Strengths
- Fast, steady leveling with low downtime: Evasion and Sprint every 2 minutes, +5% dodge from Lightning Reflexes, and a cleave cooldown for two-mob pulls.
- Real cleave for a Rogue: Blade Flurry hits a second target with every swing for 15 seconds.
- Adrenaline Rush doubles your Energy regeneration for 15 seconds. Paired with Blade Flurry, it's a 15-second burst window every 5 minutes.
- Weapon freedom. One build covers swords, axes, maces and fist weapons, and another covers two daggers.
- The simplest rotation of the three specs. You have one buff to maintain and one damage finisher.
Weaknesses
- Less burst from Stealth than Subtlety or Assassination. Your damage comes from time on target.
- No Seal Fate. Crits never add Combo Points: yours come from Sinister Strike, Ruthlessness after finishers, and in the dagger build Puncturing Wounds' 45% chance on Backstab.
- Dual Wield Specialization is weaker than in Classic (+25% off-hand damage at 5/5, not 50%), so your off hand matters less than it used to.
- Blade Flurry breaks crowd control on the mob next to your target. Watch your Saps and Gouges.
- A melee spec that loses damage to every parry and dodge: frontal positioning costs you.
What's new in Forever
- Hack and Slash (tier 5, 5 ranks) replaces Sword, Mace, Dagger and Fist Weapon Specialization. At 5/5: swords and axes get a 5% chance on hit for an extra attack, daggers and fist weapons get +5% critical strike chance, and maces ignore 15% of the target's armor.
- Puncturing Wounds (tier 2): Backstab gets +30% crit chance and a 45% chance to award an extra Combo Point, and Mutilate gets +15% crit chance.
- Flawless Execution (tier 4): Eviscerate costs 10 less Energy.
- Weapon Expertise (tier 6, requires Blade Flurry): your attacks are dodged or parried 2% less.
- Aggression now covers Backstab too: +6% to Sinister Strike, Backstab and Eviscerate.
- Improved Eviscerate is +20% at 3/3. Precision is +3% Hit. Deflection is +6% parry.
- Endurance cuts the cooldown of Sprint and Evasion by 60%, down to 2 minutes.
- Dual Wield Specialization is 5% per rank, 25% at 5/5.
Talents
The leveling build to 30. Cheaper Sinister Strikes and bigger Eviscerates first, then Hit and your defensive cooldowns, then off-hand damage, and Blade Flurry at 30.
Split 0/21/0 · 21 points at level 30 · Open in calculator
Talent order
- Levels 10–11: 2/2 Improved Sinister Strike. Sinister Strike costs 40 Energy instead of 45. That's one extra Sinister Strike every eight.
- Levels 12–14: 3/3 Improved Eviscerate. +20% Eviscerate damage, your finisher on every mob.
- Levels 15–17: 3/3 Precision. +3% Hit. Fewer missed Sinister Strikes means fewer wasted 40 Energy chunks.
- Levels 18–19: 2/5 Lightning Reflexes. +2% dodge, and the points to unlock tier 3.
- Levels 20–21: 2/2 Endurance. Sprint and Evasion come back every 2 minutes instead of 5. Evasion on every hard pull is the reason Combat levels so safely.
- Levels 22–24: 5/5 Lightning Reflexes. +5% dodge, and it stacks with Evasion.
- Level 25: 1/1 Flawless Execution. Eviscerate costs 25 Energy instead of 35.
- Levels 26–29: 4/5 Dual Wield Specialization. +20% off-hand damage.
- Level 30: 1/1 Blade Flurry. +20% attack speed for 15 seconds, and every swing hits a second target. Two-mob pulls die at the same time.
Flexible points
- Grouping more than questing? Take 2/2 Improved Kick at 25–26 in place of Flawless Execution and one point of Dual Wield Specialization. Every Kick then silences for 2 seconds.
- Fighting a lot of melee mobs head-on? Replace the last three Lightning Reflexes points with 3/3 Deflection for +6% parry.
The raid build for swords, axes, maces and fist weapons. 33 points in Combat buy Blade Flurry, Hack and Slash, Weapon Expertise, Aggression and Adrenaline Rush. The 18 in Assassination buy crit, a Combo Point engine and Cold Blood. With swords or axes, Hack and Slash gives every hit a 5% chance at an extra attack. With maces, it makes your attacks ignore 15% of the target's armor. With fist weapons, it gives you +5% critical strike chance.
Split 18/33/0 · 51 points at level 60 · Open in calculator
Combat: 33 points
- 2/2 Improved Sinister Strike and 3/3 Improved Eviscerate: 40-Energy Sinister Strikes and +20% Eviscerate damage.
- 5/5 Lightning Reflexes and 2/2 Endurance: the points that unlock tier 4. Dodge and a 2-minute Evasion save you when a boss or an add turns around.
- 3/3 Precision: +3% Hit.
- 1/1 Flawless Execution: 25-Energy Eviscerates.
- 5/5 Dual Wield Specialization: +25% off-hand damage.
- 1/1 Blade Flurry: 20% attack speed and cleave for 15 seconds, every 2 minutes.
- 5/5 Hack and Slash: extra attacks with swords and axes, 15% armor ignored with maces.
- 2/2 Weapon Expertise: your attacks are dodged or parried 2% less.
- 3/3 Aggression: +6% Sinister Strike and Eviscerate damage.
- 1/1 Adrenaline Rush: double Energy regeneration for 15 seconds, every 5 minutes.
Assassination: 18 points
- 5/5 Malice: +5% crit chance for attacks and poisons.
- 3/3 Ruthlessness: a 60% chance for each finisher to leave a Combo Point.
- 3/3 Improved Slice and Dice: a 5-point Slice and Dice lasts about 30 seconds.
- 1/1 Relentless Strikes: every 5-point finisher refunds 25 Energy.
- 5/5 Lethality: +20% crit damage for Sinister Strike.
- 1/1 Cold Blood: a guaranteed crit on a 5-point Eviscerate every 3 minutes.
Flexible points
- You're the raid's interrupt: move Cold Blood and one point of Improved Slice and Dice into 2/2 Improved Kick. Your Kicks then silence for 2 seconds.
- Humanoid-heavy content: move the same two points into 2/2 Murder for +4% damage against Humanoids and Giants.
The raid build for two daggers, with a dagger in your main hand. It swaps Sinister Strike for Backstab. Puncturing Wounds gives Backstab +30% crit chance and a 45% chance for an extra Combo Point, and Hack and Slash adds 5% crit on top. Talents alone give Backstab +40% crit chance before your gear adds anything.
Split 18/33/0 · 51 points at level 60 · Open in calculator
Combat: 33 points
- 3/3 Improved Eviscerate: +20% Eviscerate damage.
- 4/5 Lightning Reflexes and 2/2 Endurance: the points that unlock tier 4.
- 3/3 Puncturing Wounds: +30% Backstab crit chance, and 45% of your Backstabs award 2 Combo Points.
- 3/3 Precision: +3% Hit.
- 1/1 Flawless Execution: 25-Energy Eviscerates.
- 5/5 Dual Wield Specialization: +25% off-hand damage.
- 1/1 Blade Flurry: your cleave and haste cooldown.
- 5/5 Hack and Slash: +5% crit chance with daggers and fist weapons.
- 2/2 Weapon Expertise: fewer dodged and parried attacks.
- 3/3 Aggression: +6% Backstab and Eviscerate damage.
- 1/1 Adrenaline Rush: 15 seconds of double Energy regeneration, spent on Backstabs.
Assassination: 18 points
The same 18 as the sword build: Malice, Ruthlessness, Improved Slice and Dice, Relentless Strikes, Lethality for +20% Backstab crit damage, and Cold Blood.
Flexible points
- Fist weapons in your main hand: Backstab needs a dagger in the main hand, so fist weapons use the sword build. Hack and Slash still gives them +5% crit.
- Adds you need to face: a dagger build with no way to Backstab loses most of its damage. Swap to the sword build for fights where you tank adds.
Races
Best races
Alliance: Human. Sword Specialization gives +2% critical strike chance with all attacks while you hold a sword, and it counts on top of Hack and Slash's extra attacks. Will to Survive breaks a stun every 3 minutes, and Perception helps you spot other Rogues.
Alliance daggers: Night Elf. Elune's Light gives +10% crit for 15 seconds on a 3-minute cooldown, which lines up with Adrenaline Rush. Quickness adds 1% dodge and 2% movement speed.
Horde: Orc. Blood Fury raises your Attack Power by 10% for 15 seconds every 2 minutes, so it lines up with every Blade Flurry. Axe Specialization adds +1% crit while you hold an axe, and axes share the sword bonus from Hack and Slash. Hardiness shortens stuns on you by 20%.
Horde alternative: Troll. Berserking is a haste cooldown every 3 minutes, and Beast Slaying adds 5% damage against Beasts while leveling.
All playable races
- Human: Sword Specialization, The Human Spirit, Will to Survive, Perception.
- Dwarf: Mace Specialization (+1% crit with a mace) pairs with Hack and Slash's armor penetration; Stoneform removes Bleeds, Poisons and Diseases and cuts Physical damage taken by 10%; Big Game Hunter for 5% against Beasts.
- Gnome: Expansive Mind for 5% more maximum Energy, Eureka! for three cheaper, stronger abilities every 2 minutes, and Escape Artist.
- Night Elf: Elune's Light, Quickness, Shadowmeld, Wisp Spirit.
- High Order Skyborne (Alliance, new for Rogues): Wind Blessed for 1% Haste, Elemental Insight for 5% against Elementals, Read Ley Line and Walk on Air.
- Orc: Blood Fury, Axe Specialization, Hardiness, Shatter Curse.
- Undead: Will of the Forsaken, Touch of the Grave, Cannibalize.
- Troll: Berserking, Beast Slaying, Regeneration, Rapid Regeneration.
- Windshaper Skyborne (Horde, new for Rogues): Wind Blessed, Elemental Insight, Walk on Air, Skysight.
Rotation
Single pull
- Walk up in Stealth and open with Cheap Shot (from 26) for 2 Combo Points and a 4-second stun. Before 26, open with Sinister Strike from Stealth.
- Slice and Dice at 1 or 2 points. You'll kill most mobs inside its duration.
- Sinister Strike to 5 points, then Eviscerate.
- Finish a low mob with an Eviscerate at whatever points you have instead of another Sinister Strike.
Two mobs
From 30, pull both, pop Blade Flurry, and Sinister Strike the one you want dead first. Every swing hits both. Without Blade Flurry, Gouge the second mob and kill the first.
When it goes wrong
- Evasion every hard pull. With Endurance, it's back in 2 minutes.
- Vanish (from 22) resets a lost fight. Stop attacking first, or your swing pulls you out of it.
- Sprint escapes anything that isn't faster than you.
Downtime
Eat between pulls. Sprint to the next quest area. Every 2 minutes of Sprint is minutes saved per hour.
Opener
- From Stealth, Garrote or a Sinister Strike. Bosses can't be stunned, so Cheap Shot gives you nothing there. Keep Cheap Shot for trash.
- Slice and Dice immediately, even at 1 or 2 points.
- Sinister Strike to 5 points and refresh Slice and Dice for the full duration.
- Blood Fury or Berserking, Blade Flurry and Adrenaline Rush together in the first 15 seconds of the fight.
Priority
- Keep Slice and Dice up. Refresh it with 5 points when you can, and with whatever you have when it's about to drop.
- At 5 points with Slice and Dice up, cast Eviscerate.
- Otherwise, Sinister Strike.
- Expose Armor only if you're assigned it: Expose Armor at 5 points removes 2250 armor for 30 seconds.
Cooldowns
- Blade Flurry every 2 minutes. On a single target it's still 20% attack speed. Use it on cooldown unless it would break crowd control.
- Adrenaline Rush every 5 minutes, with Blade Flurry and your racial.
- Cold Blood on a 5-point Eviscerate.
- Kick on dangerous casts, Feint after every burst window.
Energy
Don't sit at 100 Energy. If Slice and Dice has 5 seconds left and you have 4 points, Sinister Strike anyway and refresh at 5. During Adrenaline Rush, spend every point on Eviscerate and every bit of Energy on Sinister Strike. Thistle Tea restores 100 Energy. Use it right after Adrenaline Rush ends.
Opener
- From Stealth, Ambush from behind: 250% weapon damage plus 290.
- Slice and Dice at 1 or 2 points.
- Backstab to 5 points. Many Backstabs award 2 points, so count before you press.
- Racial, Blade Flurry and Adrenaline Rush together.
Priority
- Keep Slice and Dice up.
- At 5 points with Slice and Dice up, cast Eviscerate.
- Otherwise, Backstab.
- If the boss turns and you can't get behind it, Sinister Strike until you can.
Cooldowns
Identical to the sword build. Adrenaline Rush is even stronger here: Backstab is your most expensive builder, and double regeneration means Backstab after Backstab.
Positioning
Backstab needs you behind the target. Stay behind the boss at all times, and move with the tank. Any second in front of it is a second of Sinister Strikes with a dagger, which is your worst damage.
Stat priority
Leveling
- Weapon damage
- Agility
- Attack Power
- Stamina
- Critical Strike
Your main-hand weapon drives most of your damage at this level. Sinister Strike adds a flat bonus on top of it, so upgrade it every time a quest offers a better one. Agility gives Attack Power, crit and dodge together.
Swords, axes and maces
- Hit
- Agility
- Attack Power
- Critical Strike
- Dodge and parry reduction
- Haste
Hit first: every missed Sinister Strike wastes 40 Energy and the Combo Point it would have awarded. Agility and Attack Power come next. Haste stacks with Slice and Dice, Blade Flurry and Hack and Slash's extra attacks, but gear rarely carries enough of it to beat Agility.
Daggers
- Hit
- Critical Strike
- Agility
- Attack Power
- Dodge and parry reduction
Critical Strike climbs one step for daggers. Puncturing Wounds and Hack and Slash put your Backstab crit chance so high that every point of crit on gear makes more of your Backstabs crit with Lethality's bonus.
Gear
Weapons
Take the slowest, highest-damage one-hand weapon you can get for your main hand. Sinister Strike adds a flat bonus to your weapon's damage, so a slow main hand hits harder with every Sinister Strike. Your off hand is a faster weapon that carries poison procs.
Any weapon type works in Forever. Hack and Slash sits in tier 5, so it comes after 30 (the leveling guide takes it at 32–36). Until then, pick on damage per second.
Poisons
From 20, put Instant Poison on both weapons: its damage lands the moment it procs, which is what a leveling Rogue wants. At 30, train Deadly Poison and move it to your off hand. Every Rogue learns Coup de Grace at 30, which makes Eviscerate deal 2% more damage per Deadly Poison stack on the target, and the faster off-hand weapon builds those stacks quickly. On mobs that die in a few seconds, Instant Poison on both hands is still fine.
Armor and ranged
Leather with Agility, then Stamina and Strength. Carry a thrown weapon such as a Heavy Throwing Dagger to pull single mobs out of groups.
What you're gearing for
Hit, then Agility and Attack Power. A slow main hand is still the best choice: every Sinister Strike and every extra attack from Hack and Slash uses its damage. Leatherworkers make Devilsaur Leggings and Devilsaur Gauntlets, with 2% Hit from the pair.
Thrash Blade is a one-handed sword with a chance on hit for an extra attack.
Poisons
Instant Poison VI on your main hand and Deadly Poison V on your off hand. Deadly Poison stacks to five on the boss, and Coup de Grace then adds 10% to every Eviscerate. Instant Poison on the slow main hand adds direct damage on top. Keep spare doses: each coating lasts 30 minutes.
Consumables
- Elixir of the Mongoose: +25 Agility and +2% crit.
- Winterfall Firewater and Juju Power.
- Elemental Sharpening Stone on both weapons for +2% crit, or Dense Sharpening Stone for +8 weapon damage.
- Thistle Tea after Adrenaline Rush.
- Flask of the Titans for progression bosses.
What you're gearing for
Two daggers with the highest top-end damage you can find. Backstab is 150% of your main hand's damage, so the main-hand dagger matters far more than the off hand. Then Hit, crit and Agility, with the Devilsaur pair (Devilsaur Leggings and Devilsaur Gauntlets) for 2% Hit.
Poisons
The same setup as the sword build: Instant Poison VI on the main hand, Deadly Poison V on the off hand. Five Deadly Poison stacks give your Eviscerates +10% through Coup de Grace, and every main-hand hit rolls for Instant Poison damage on top.
Consumables
The same as the sword build: Elixir of the Mongoose, Winterfall Firewater, Elemental Sharpening Stone and Thistle Tea. Elemental Sharpening Stone beats Dense here, because crit feeds Lethality on every Backstab.
Professions
Leatherworking and Skinning carries you from 1 to 60. Skinning funds the leveling and supplies your Leatherworking, which makes your armor, and at the end the Devilsaur set.
At 60, Alchemy replaces Skinning if you raid: Elixirs of the Mongoose, Free Action Potions and Flasks of the Titans pay for themselves in the first week.
For gold, level with Skinning and Mining. Lockpicking opens lockboxes other players pay for, and Pick Pocket on every Humanoid you pass in Stealth adds up.
Group play and dungeons
Combat is the group Rogue: sustained damage, cleave and interrupts.
- Blade Flurry on packs of two or more. Tank first, then Flurry on the target the tank is focusing. Never use it next to a Sapped or Polymorphed mob.
- Kick casters. Kick locks a school for 5 seconds. With Improved Kick it also silences for 2 seconds.
- Sap before the pull. From Stealth, Sap lasts up to 45 seconds at max rank on a Humanoid that isn't in combat, and it doesn't break Stealth.
- Evasion tanking. With Endurance, Evasion is back every 2 minutes. When the tank dies or an add breaks loose, Evasion holds it for 15 seconds.
- Feint after cooldowns. Adrenaline Rush and Blade Flurry spike your threat. Feint lowers it.
- Riposte for tanking adds. If you run 3/3 Deflection and Riposte, a parried add gets hit for 150% weapon damage and disarmed.
Tips
Hack and Slash reads your weapon type: swords and axes get extra attacks, daggers and fist weapons get crit, and maces ignore armor. The sword build uses Sinister Strike and the dagger build uses Backstab, so pick one weapon type and the build that goes with it.
Blade Flurry hits the nearest second target, and that includes a Sapped, Gouged or Polymorphed one. Turn it on only when every mob nearby is meant to die.
Slice and Dice at 1 point is fine on leveling mobs. A 1-point Slice and Dice lasts 9 seconds and covers most of a fight at 30.
Use Evasion the moment a pull turns bad, not when your health is already low. With Endurance it's back in 2 minutes, so it's ready for most hard pulls.
Train at every even level. Sinister Strike, Eviscerate and Backstab ranks come almost every level, and Slice and Dice rank 2 at 42 is +30% attack speed instead of 20%.
Stack Adrenaline Rush with Blade Flurry on packs. 15 seconds of double Energy while every swing hits two targets clears trash fast.
Macros
Blade Flurry and Adrenaline Rush with your racial, on one key. Replace Blood Fury with Berserking for a Troll.
#showtooltip Adrenaline Rush
/cast Blood Fury
/cast Blade Flurry
/cast Adrenaline RushCheap Shot from Stealth, Sinister Strike otherwise.
#showtooltip
/cast [stealth] Cheap Shot; Sinister StrikeKick your focus target, or your current target if you have no focus.
#showtooltip Kick
/cast [@focus,harm,nodead][] KickGouge your focus target so you can kill your current one.
#showtooltip Gouge
/cast [@focus,harm,nodead][] GougeStops your auto attack and vanishes.
#showtooltip Vanish
/stopattack
/cast VanishChangelog
- Guide published with Level 30, Level 60 Swords, Axes, Maces and Fists, and Level 60 Daggers builds.
