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WoW Forever Class

Perplexity's Rogue PvP Guide

presentationRogue
presentationAssassination
presentationCombat
presentationSubtlety
Verified
General
PvP
By Perplexity
Updated on Oct 28, 2026
Oct 28, 2026

Overview

The Rogue is one of the strongest PvP classes in WoW: Forever.

With the duality of it being ease-of-access and posessing arguably the highest skill-ceiling of all the classes, there's a tonne to learn and enjoy.

Whether you're new to Rogue or you're a seasoned veteran, this guide aims to set you up in the right direction to achieve all your PvP goals on this class.

Strengths And Weaknesses

  • Very high burst: thanks to Backstab, Ambush and Cold Blood Eviscerates.
  • Insane levels of Crowd Control: most amount of instant cast CC in the game; with Cheap Shot, Gouge, Kidney Shot, Blind, Sap and Kick. The use of Preparation allows you to sometimes use two of these each!
  • Very favourable Diminishing Returns
  • Can hypercarry Battlegrounds and Teamfights
  • Able to take on multiple targets at once
  • Can pick & choose optimal fights
  • Strong Duelist
  • Vulnerable to strong forms of CC
  • Dependant on Cooldowns
  • Vulnerable to proc chance CC

PvP Talents at 60

Used for Open World PvP and Dueling. Abuse Remorseless Attacks in the World as much as possible, and play around the CD reduction on Improved Sprint that you gain from Endurance.

Backstab Standard Talents

Points Invested 51 / 51
12/16/23
Assassination
12(48)
Improved Gouge
3/3
Remorseless Attacks
2/2
Malice
5/5
Ruthlessness
0/3
Murder
1/2
Improved Slice and Dice
0/3
Relentless Strikes
1/1
Improved Expose Armor
0/2
Lethality
0/5
Vile Poisons
0/5
Cold Blood
0/1
Improved Poisons
0/5
Vigor
0/2
Mutilate
0/1
Improved Kidney Shot
0/2
Seal Fate
0/5
Venom
0/1
Combat
16(44)
Improved Eviscerate
3/3
Improved Sinister Strike
2/2
Lightning Reflexes
0/5
Puncturing Wounds
3/3
Deflection
0/3
Precision
3/3
Endurance
2/2
Riposte
0/1
Improved Sprint
2/2
Improved Kick
0/2
Flawless Execution
1/1
Dual Wield Specialization
0/5
Blade Flurry
0/1
Hack and Slash
0/5
Weapon Expertise
0/2
Aggression
0/3
Adrenaline Rush
0/1
Subtlety
23(47)
Camouflage
3/5
Master of Deception
1/3
Opportunity
2/2
Setup
0/3
Elusiveness
2/2
Dirty Tricks
2/2
Improved Ambush
3/3
Initiative
3/3
Ghostly Strike
0/1
Improved Distract
0/2
Heightened Senses
2/2
Premeditation
1/1
Serrated Blades
1/3
Dirty Deeds
2/2
Preparation
1/1
Hemorrhage
0/1
Quietus
0/5
Cutthroat
0/5
Thousand Cuts
0/1

Complete PvP Talents Breakdown

Assassination

  • Malice- Mandatory for most PvP builds. Crit is exceptionally important as our kills are done through windows, not attrition over time.
  • Remorseless Attacks - Incredibly underrated and mostly underpicked talent; absolutely mandatory for open world kill-chaining. If you find yourself wanting to take on multiple targets at once, this talent will allow your next Ambush or Backstab after a kill to be a guaranteed crit.
  • Improved Gouge - One of the best talents we have and a mandatory choice. You can Gouge to reset & run away, to Heavy Runecloth Bandage, or into a Gnomish Death Ray.
  • Ruthlessness - Not as much value as the talent next to it. With the amount of Combo Point availability to us in Forever, whether you’re playing Mutilate, Backstab (with Puncturing Wounds), or Hemorrhage spec being easy Combo Point generators, you’d rather take Murder.
  • Murder - Very strong. 2 points for 4% damage vs. players on all abilities and poisons.
  • Improved Slice and Dice - We only Slice with spare Combo Points in PvP, usually when we’re changing target and have no reason to spend the current points on the target since we’re getting off of it.
  • Relentless Strikes - A bread and butter talent for PvP. Aside from Battleground Support Builds where you will sacrifice points in this for more utility for your team, this talent is mandatory for all PvP builds.
  • Improved Expose Armor- Changed from Classic. In conjunction with Premeditation from the Subtlety tree, you can very easily generate 5 Combo Points on a target and throw up an Expose Armor. This, combined with Relentless Strikes, will give you 10 energy for free, allowing you to do Premeditation, Cheap Shot, Expose Armor, Backstab, Gouge opener.
  • Lethality - Nerfed from it’s Classic predecessor, where you could gain 30% critical strike damage, you now only gain 20%. Value per point decreased, and as such this will only be a filler talent once you have already picked up talents like Murder, Relentless Strikes and Improved EA.
  • Vile Poisons - Excellent talent versus any forms of poison dispel. If you’re dueling and facing players using Powerful Anti-Venom or Potion of Poison Cleansing, you’ll want to grab this talent. Otherwise, Improved Poisons typically provides more value.
  • Improved Poisons - This is a talent you’ll take usually on your way to picking up Mutilate, and will take priority over Vile.
  • Cold Blood - Guaranteed critical strike finisher, or builder. Mandatory talent to take if you’re this deep into the tree.
  • Mutilate - Potent nuking tool. Much better supported with as many points as possible into Improved Poisons, as you will want your target poisoned before using. Taking this means no Backstab.
  • Vigor- Mandatory talent to pick if you’re speccing the Mutilate build. This will allow you to Cheap Shot, Mutilate, and then Gouge into Kidney Shot for a high damage and control opener. 
  • Improved Kidney Shot - Scales very well with Mutilate builds that utilize Thistle Tea as you will be able to pump a tonne of damage into your follow-up stunlocks with the Mutilate Build below. 
  • Seal Fate - Not as valuable anymore as Mutilate gives us 2 combo points and Initiative has a 100% chance to proc an extra combo point on Cheap Shot, meaning you will always have 5 combo points when you want to stunlock with a Kidney Shot
  • Venom - PvE talent, we’d lose too much value elsewhere from the Subtlety tree if we wanted to invest into taking this.

Combat

  • Improved Eviscerate - More value for us than Lightning Reflexes. We want to kill targets in windows, the more damage we can get while our targets are under our control or we’re on them, the better.
  • Lightning Reflexes- Less value than Improved Sinister Strike, unless we’re playing with Hemorrhage where we'd take it over Imp SS.
  • Improved Sinister Strike - Excellent talent to grab if we’re playing a Backstab or Mutilate based build, as we will use Sinister Strike as a pseudo “Shiv”, to try and apply weapon effects such as Poisons to a target when we are running away, or to ‘dumping’ our energy sometimes before we start kiting and pooling our energy on targets like the Warrior.
  • Puncturing Wounds - Mandatory Backstab based talent. Now also gives us a chance to proc an extra combo point. Too little value to take for Mutilate builds, as we’d lose Preparation and Dirty Deeds from the Subtlety tree. 
  • Deflection - Only useful to spend points in if Riposte is taken.
  • Precision - Excellent value talent, we will put points into this on our way to the next tier of talents below.
  • Endurance - One of the best talents we can take in the Combat tree playing a Backstab based build, giving our Sprint and Evasion a 2 minute CD. Usually taking this means we do not spec into Cold Blood, as a Backstab build, but we will sacrifice more on-demand damage for more uptime, over time.
  • Riposte - Not as valuable to invest points into getting, as Precision, as we always want more hit chance for all of our spells and poisons to proc. Getting an extra Crippling Poison II proc where we wouldn’t have gotten one is insane.
  • Improved Sprint - Mandatory talent for our Backstab builds. You want as much uptime on the target as possible. This is also what makes Battleground builds so potent; uptime is king.
  • Improved Kick - Useful if you want to play a CC-bot playstyle in a Battleground, but you will lose a little damage.
  • Flawless Execution - When we take Endurance as a Backstab build, we will lose Cold Blood. Therefore, investing an extra point into Precision allows us to take this talent and make up for some of our lost damage from Cold Blood, to go with our extra uptime from Endurance.

The rest of the Combat talents are not useful for us whatsoever. There are cleave based builds you can play involving Adrenaline Rush and Blade Flurry but they’re incredibly niche and far too vulnerable to being shut down.

Subtlety

  • Camouflage - Moderately strong talent to invest a few points into minimum. Not as strong point-for-point as Master of Deception, so we will usually invest a few points into this before allocating elsewhere. In Battleground based builds revolving around Flag Bases (like Arathi Basin and Darkspear Isles), 5 points in this will allow you to move around the map quicker in Stealth, and can be a serious consideration. 
  • Master of Deception - With the recent discovery of the abundance of stealth detection items and Legacy Point Talents allowing us and our enemies to see us from farther away, a couple of points in MoD is absolutely mandatory, regardless of activity. 3 points in BGs.
  • Opportunity - Great for the value it provides per point, if playing a Backstab or Mutilate build. Worth considering if you want to weapon swap to a main-hand dagger while playing a Hemorrhage based spec, for either finishing targets off, or opening on Mages with Ambush, otherwise you needn’t take this as a Hemorrhage build.
  • Setup - Incredibly strong talent point-for-point. Great for Hemorrhage based builds that do not take Improved Ambush. Any point we are sitting on top of a target and tanking it with Evasion and/or Ghostly Strike, we will generate a combo point every time we dodge. (with a 1 second cooldown).
  • Ghostly Strike - Fabulous as a Hemorrhage build. Can also be used to attempt to dodge attacks that would otherwise be nasty for you - such as an enemy Gouge or a Bash. At 60 where our dodge is already relatively high, having extra dodge is great.
  • Improved Distract - Useless.
  • Heightened Senses - You will be able to remove the hit-cap from your opponents, giving their spells and abilities a chance to miss. You will also gain a big advantage versus Stealth classes; so this is fantastic in Battlegrounds where you will be encountering Druid trying to cross and pick the flag, and Rogue at enemy bases.
  • Premeditation - No reason to not take this as any build that’s this deep into the tree. This will help you cover moments where you will be short on combo points and need to follow up with a higher point Kidney Shot, say you are short on energy when you Cheap Shot but need the Kidney. Will also allow you to do Premeditation -> Cheap Shot-> Expose Armor openers far easier.
  • Serrated Blades - Strong talent point for point. All builds have the opportunity to run this talent. Dagger builds will take this when they do not want Heightened Senses, which would be picked up for Battleground gameplay, a few points in Serrated Blades otherwise. 
  • Dirty Deeds - Mandatory talent to spend points in for all builds. 60 energy Cheap Shot is far too expensive to do anything useful with.
  • Preparation - Mandatory talent. Resets every single CD we have, including things like Kick, Distract and Stealth.
  • Hemorrhage - Cookie cutter combo point builder. Will be used over Sinister Strike if taken. Backstab is able to run this but you would lose either Cold Blood, or Endurance and Flawless Execution, all so you can get a 5 energy less energy dumping ability (over having Improved Sinister Strike instead). Hemorrhage builds themselves will obviously take this as their primary combo point builder.

All other talents in the Subtlety tree are absolutely useless for us. We would have to invest far too many points from other sources to pick up talents that are incredibly weak, point for point. For example, Cutthroat not only requires 25 points to get to, but a further 5 points for a mere 15% chance at proccing an Ambush. Baring in mind, Ambush and Backstab are 60 energy; if we were to proc an Ambush from a Backstab, we’d have to wait 6 seconds to regain that energy, or invest a Thistle Tea, all at the cost of losing mandatory talents such as Improved Sprint, or Relentless Strikes if we wanted to keep Improved Sprint. Not worth it.

How to play Rogue in PvP

Diminishing Returns

Most CC abilities specifically in PvP are subject to lesser durations over time if used within certain timing windows of each other. Diminishing Return (DR) timers begin when the crowd control effect ends on the player, or if the same Diminishing Returns type of crowd control is used at the same time as another already active effect on the enemy player.
In practice this looks like this: you Sap a target, and your rogue friend saps him just after, your rogue friend’s Sap will be half duration. Or, you Cheap Shot a target. Cheap Shot ends, you Vanish and Cheap Shot the target again. Your second Cheap Shot will be half duration.
These windows expire after 15 to 20 seconds. It’s a random number between those two, every time. So, if you Cheap Shot a target, you will have to wait between 15 and 20 seconds before you can get a full duration Cheap Shot on them again. 

There are 3 DR windows. 50% duration, 25% duration, immune to that type of CC.

Our CC types we have to be concerned with are as follows:

  • Controlled Stun: Cheap Shot, all forms of grenade (Iron Grenade, etc), explosives (Goblin Mortar).
  • Kidney Stun: Kidney Shot DRs with itself.
  • Incapacitates: Sap, Gouge, Goblin Rocket Helmet. Same DR type as Polymorph and Freezing Trap.
  • Blind: does not have a DR with anything, not even itself!

    We want to be mindful of our DR windows and types.

Builders

  • Sinister Strike - Used to fish for Crippling Poison procs when trying to kite as Backstab spec. Used as an energy dumper when your stunlock ends versus a Warrior and you have spare energy to spend before you begin kiting them. Otherwise, not used at all.
  • Hemorrhage - Cookie cutter for Hemo spec. Press to build Combo Points. The main brunt of your damage as Hemorrhage spec will come from your finishers, such as Eviscerate or Rupture.
  • Backstab - your main source of damage as a Backstab spec. Backstab’s very expensive, costing 60 energy, so being aware of this before you press it is useful. You wont stunlock on demand as much (Cheap Shot into Kidney Shot) as Backstab spec due to the nature of the energy cost of this, but you will hit very hard if it crits.
  • Ambush - a more powerful Backstab. Can be used in an opener or in conjunction with a Vanish if the target’s already slowed.

Finishers

  • Eviscerate - at 60, your primary damage finisher against Hunter, Paladin, Shaman, Warlock, Mage and Druid. These classes you do not want to bleed the majority of the time. A Mage or Warlock you will never bleed, because you want the option to be able to CC them. As a general rule of thumb, if you can finish your target off OR you will not need to CC them after your Kidney Shot, you can press this.
  • Rupture - great versus plate classes if your Blind and Kidney Shot are on cooldown, as bleeds ignore armor. You can use Rupture if your target’s a rogue and they will Stealth or Vanish and you have the ability to Vanish yourself before you’re DoTted. You can also use a short Rupture (low Combo Points, 1-3) on targets who want to Heavy Runecloth Bandage after an incoming CC like a Freezing Trap, if there’s no way you can break or prevent the CC on yourself.
  • Expose Armor - When you use an offensive ability on a target that doesn't automatically turn your auto-attack off like Blind, Gouge or Sap, they will fire with an auto-attack from your main hand, and begin attacking with your offhand thereafter, too. However, if you turn your character 90 degrees away from your target, your offensive abilities will no longer fire that auto attack.
    This means, that before you have committed to first damaging your target, you can Sap them, turn your character 90 degrees to turn off your auto-attack, and Cheap Shot them. This will give you 3 Combo Points on the target assuming you have Initiative. You can then run away, Stealth and repeat this process; ending with a 'free' 5-point Expose Armor on your target before the fight's begun.
    This will not be doable on classes with pets such as Hunter and Warlock, or any class that summons a pet from an item like Dog Whistle, as you will need to use Vanish after Cheap Shot which would be a waste.

In conjunction with Improved Expose Armor, this now gives us 10 energy back when used in conjunction with 5 Combo Points, and Relentless Strikes proccing. As a rule of thumb, Expose Armor is only useful versus targets with Mail or less armor quality, as you would rather Rupture Plate targets. Do not prioritise it over a Kidney Shot unless you’re able to finish your target off before you’re controlled yourself, or if you’re certain your target won’t survive without committing more resources into them.

Ability Overview in PvP

  • Evasion - try to gain as much value from this CD as possible. Use it when you’re on top of a target and you’re going to stay on that target, and you want a chance to dodge a major CD like Bash, or melee damage in general. Remember that you cannot dodge attacks from behind, so if you’re running towards players and they have pets out, move towards them while jumping and facing the chasing pets.
  • Cheap Shot - our bread and butter opener stun. You will use this the vast majority of the time into most targets to start our kill or pressure attempts. 
  • Detect Traps - our class can disarm traps, as long as you’re standing max range you can disarm them. Worthwhile to do if you're not standing in a Flare!
  • Blind- this ability is how we control either secondary targets or our main target if we want to reset our Diminishing Returns, or get a Stealth. We can use this in conjunction with a Bandage, or with Food, and Sap afterwards into more healing. Blind is a poison however and Dwarf can use Stoneform to remove it. It can also be dispelled by Druid, Shaman and Paladin. Classes that don’t have a dispel can dispel a friendly target in Blind with a Powerful Anti-Venom. A pre-emptive Restorative Potion also works on it.
  • Slice and Dice - we use this ability when we’re changing target in PvP and we won’t make use of our Combo Points on our previous target.
  • Vanish - can be used if we want to on-demand Cheap Shot, but should only be done so if we have pooled energy beforehand (let our energy regen as much as possible) so we can land the full Cheap Shot into Kidney Shot. Vanish can be used to immune projectiles if they are still in the air. It also has a 1 second snare and slow immunity effect. Vanish can be used to land an Ambush, too, if we feel we won’t kill the target and we have no other cooldowns remaining and cannot reset. We can also use Vanish in conjunction with a Sap in combination with Dirty Tricks, our Sap is very cheap and can be used to Sap other targets threatening to engage a fight with our Vanish. Vanish can also be used to escape. It does not have any protection on from damage so be careful when using it!
  • Sap - incredibly expensive without Dirty Tricks which we will take always in PvP builds. We can use Sap to build combo points on our target. We can Sap, turn our characters 90 degrees from the target and Cheap Shot. This will stop our auto-attack from firing and breaking the Sap, leavng us with 3 Combo Points on the target. We can then re-stealth and repeat this for a maximum of 5 Combo Points, before doing it a 3rd time with an Expose Armor before a final opener where the target has their armor reduced. We can use Sap in conjunction with a Heavy Runecloth Bandage or some Food.
  • Kidney Shot - Our followup stun after either a Cheap Shot, or a Gouge when there are Combo Points on the target. You want to aim to have as many points on the target before using this. Very straightforward. Targets cannot avoid CC if they are already in a CC, so you want to use this as a followup to another CC already on the target. That can mean Gouge before Kidney if you are late into a fight, for example. You can use this with less Combo Points as a way to self-peel yourself if you need to escape a fight. 
  • Garrote - follows very similar rules to Rupture. If you are going to commit to a target that’s useful to be bled, like a Warrior since your bleeds ignore armor, you can consider a Garrote Rupture opener. However, against the vast majority of targets, you want to stun so you’re not at risk of being controlled yourself, or your target using abilities to keep themselves alive during the time they’re not stunned, and you do not want them to be bled so you can CC them with Gouge and Blind.
  • Kick - on the Global Cooldown and costs 25 energy. If you want to Kick targets as Backstab or Mutilate specs, plan your energy ahead. Watch your energy and understand, if you press either of those abilities, will you be able to kick if you need to afterwards? This will come with time.
  • Sprint - easy to waste. Don’t use Sprint until it’s necessary to catch a target. You may not even need to use your Sprint if you can connect to your target with something cheaper cd-wise like an Iron Grenade. If you’re playing with Improved Sprint, you will have a 1 second snare and slow immunity on this ability - save it for when your target slows or snares you if possible.
  • Feint - useless in PvP outside of feinting enemies who are in a blind to prevent health regeneration assuming you don’t need to restealth to kill them.
  • Gouge - one of the best abilities in the game. You want to use this as much as possible when it isn’t on Diminishing Returns. Can be used to land followup melee abilities (because target won’t be able to dodge or parry since they will be in CC), can be used to get an Expose Armor up or a Rupture (if you turn your character 90 degrees away from the target, you won’t auto attack and break your Gouge). Usually used after a Cheap Shot and a combo builder, before a followup Kidney Shot arrives, or to Heavy Runecloth Bandage, Gnomish Death Ray, or to prepare your target for setup in a group-fight scenario where your teammates may want to cast into the Gouge, or Dispel Magic before follow-up damage or CC arrives.

Openers / Rotations

Rogue PvP in Forever will be very reactive. Rotations can change when your target presses something; sometimes it’s good to not press anything and just wait for your opponent to do something, as long as you’re not energy capping yourself. Openers will fork off depending on the situation.

General PvP openers:

1. Base Backstab opener (non Gnome), no Premeditation at start:
Cheap Shot
Sinister Strike x1
Gouge, let your energy regenerate.
Kidney Shot
Backstab x1

At this point, the opener forks off:

  • If the target can die if you press an extra Backstab or two, press Thistle Tea -> Backstab -> Eviscerate. If the target’s a little tankier, press Backstab twice. You will have to wait a second to Evis afterwards.
  • If the target likely won’t die to an extra Backstab or two, or you don’t want to use Tea, press Eviscerate -> Blind. If the target can die to an Ambush (which has a very high chance to crit), re-stealth and Ambush.
  • If the target will die to an Ambush -> Eviscerate: re-stealth, press Premeditation, Ambush, Eviscerate.
  • If the target will not die to the above, restealth and Sap twice for their full durations to reset your stun DRs. Reopen with Cheap Shot -> Backstab-> Kidney Shot -> Backstab-> Premeditation -> Eviscerate.

Base Backstab opener (Gnome), into non Orcs and Priests with Silent Resolve, no Premeditation at start:
Cheap Shot
Backstab x1 (Sinister Strike if Orc/Priest with SR, or Backstab if Eureka! popped).
Gouge, let your energy regenerate.
Kidney Shot
Backstab x1

At this point, the opener forks off:

  • If the target can die if you press an extra Backstab or two, press Eureka! -> Thistle Tea -> Backstab -> Eviscerate. If the target’s a little tankier, press Backstab twice, into an Eviscerate.
  • If the target likely won’t die to an extra Backstab or two, or you don’t want to use Tea, press Eviscerate -> Blind. If the target can die to an Ambush (which has a very high chance to crit), re-stealth and Eureka! Ambush.
  • If the target will die to an Ambush -> Eviscerate: re-stealth, press Premeditation Eureka!, Ambush, Eviscerate.
  • If the target will not die to the above, restealth and Sap twice for their full durations to reset your stun DRs. Reopen with Cheap Shot -> Eureka!, Backstab-> Kidney Shot -> Backstab-> Premeditation -> Eviscerate.

Premeditation Backstab opener (all races):
Premeditation
Cheap Shot
Expose Armor
Backstab x1
Gouge, let your energy regenerate.
Kidney Shot
Backstab x1

At this point, the opener forks off:

  • If the target can die if you press an extra Backstab or two, press Thistle Tea -> Backstab -> Eviscerate. If the target’s a little tankier, press Backstab twice. You will have to wait a second to Evis afterwards.
  • If the target likely won’t die to an extra Backstab, or you don’t want to use Tea, press Eviscerate -> Blind. If the target can die to an Ambush (which has a very high chance to crit), re-stealth and Ambush.
  • If the target will not die to the above, restealth and Sap twice for their full durations to reset your stun DRs. Reopen with Cheap Shot -> Backstab-> Kidney Shot -> Backstab-> Eviscerate.

Base Mutilate opener
Cheap Shot
Mutilate x1
Gouge, let your energy regenerate.
Kidney Shot
Mutilate

At this point, the opener forks off:

  • If the target can die if you press an extra Mutilate or two, press Thistle Tea -> Mutilate-> Eviscerate. If the target’s a little tankier, press Mutilate twice. You will have to wait a second to Evis afterwards.
  • If the target likely won’t die to an extra Mutilate or two, or you don’t want to use Tea, press Eviscerate -> Blind.
  • If the target will not die to the above, restealth and Sap twice for their full durations to reset your stun DRs. Reopen with Cheap Shot -> Mutilate- > Kidney Shot -> Mutilate -> Premeditation -> Eviscerate.

Base Hemorrhage opener
Cheap Shot
Hemorrhage x1
Gouge, let your energy regenerate.
Kidney Shot
Hemorrhage x2
Premeditation
Cold Blood
Eviscerate

  • If the target isn’t dead, press Blind after your Eviscerate. Re-stealth and reset your DR timers. Sap twice for full durations. Reopen with Cheap Shot -> Hemorrhage -> Hemorrhage -> Kidney Shot -> Hemorrhage -> Hemorrhage -> Eviscerate.
  • If you think the target won’t die after Kidney Shot, press Thistle Tea and Hemorrhage 3 times into an Eviscerate.
  • If you believe the target won’t die and you want to invest a 10 minute cd, press Preparation after Kidney Shot, Hemorrhage once, and Blind. Restealth, Sap twice for your Diminishing Returns, re-open in the same fashion and finish.

Gameplay Styles

Open World PvP

There are two ways you can play in the open world. You either commit completely to your targets, spending as many cooldowns as necessary to take them out; investing doube Blind, two Vanish, Thistle Tea, Cold Blood, etc. Sometimes this is necessary and will net you kills against most targets in the game. 
The alternative method is to play as conservative as you can. This involves playing around stunlocks and only committing cooldowns when you believe you can kill the target simply by following it around. 

Battleground PvP

Your role in the battleground is to act primarily as utility; you play the map, not the enemy players. You should aim to be wherever an objective is on the map. Per battleground this looks like this:

Warsong Gulch

Your primary role is to defend your flag room from the enemy Druid and whomever the enemy team decides to send into your base. Your goal is to do one or multiple of these:

  1. Kill the flag carrier(s)
  2. Delay them for as long as possible until your team arrives
  3. Burn as many CDs as possible from the flag carriers so by the time they run into your teammates, they’re a lot more vulnerable.

If the enemy flag reaches the enemy base, your goal is to do one or all of the following:

1. Push to wherever the enemy flag carrier resides with your teammates, and stop or kill the efc. This can mean Gouge the efc, Blind the efc, stunning the efc or Flash Bomb the efc if they’re a Druid. Sometimes you will not be able to do one of or all four of these things (due to them having buffs that prevent you), in which case you either wait for these buffs to fade (Free Action Potion for your stuns, "fearless" buff (Glimmering Mithril Insignia) for your Flash Bomb, and "flee" (Skull of Impending Doom for your Gouge & Blind) or you commit with damage on the flag carrier, hopefully with your teammates nearby. It’s important, unless you feel you have enough damage to kill the efc yourself with cooldowns, to wait for your teammates.

2. Let your teammates push to wherever the EFC is, wait for him to start running away from your teammates and cut him off wherever he’s going. He may jump off of the enemy roof into his flag room where you could be waiting, or onto his balcony. He may be at the top of his tunnel and may jump into tunnel, where you could be hiding, ready to land a Gouge, a Blind, or some stuns, with your teammates ready to follow up. 

Arathi Basin/Darkspear Isles

Your primary role is to defend a base. You do not want to be near your flag when you’re defending. You want to be nice and far away in case the enemy rogue has a Perception, a Catseye Draught, or Catseye Ultra Goggles. While defending, you also want to have these stealth detection items of your own, buffed and equipped. 

When enemy players attack your base, your job is to “spin” your flag. This means keeping it in your favour for as long as possible. You can spin with CCs, you can spin with ranged attacks and you can spin with an AoE like Goblin Sapper Charge. You want to stay alive as long as possible and keep that flag in play. If you die, you should check if you’re able to run to your body in time from that base’s graveyard, rez on your corpse and continue to spin until backup arrives or until you’ve wasted enough time from the enemy players at your base, that your team has gained advantages elsewhere.

As the rogue, you are also able to threaten enemy bases. This means finding the enemy base’s defender, Sap or Blind or Goblin Rocket Helmet them (for example), and stealing their flag. In many cases, you may not have to kill the base defender - simply crowd control him. 

If you’re defending a base, you may decide to “ghost” your base. This means leaving your base by stealthing all the way from it, to another enemy’s base. Your enemy may feel you’re still defending and not want to go to your base, in which case you gain some “free” pressure elsewhere. Bare in mind this is very risky and should only be attempted if you have all of your cooldowns or you can assure you will guarantee yourself that base take you’re going after.

Gearing

Stat priority overall

Agility > Crit > AP > Stamina.

If there is any gearset with flat energy (like the old Nightslayer 5-set), and we are playing a Backstab spec, we will prioritise that for open world PvP before we gather pieces with our stat priority above. This is so we can guarantee ourselves a Cheap Shot-> Backstab -> Gouge -> Kidney Shot for our most potent control + damage opener.


For Battlegrounds, we want to have a minimum of two gearsets. One gearset where we maximize damage stats, and one gearset where we’re stacking gearpieces with Stamina as the focus. We won’t gather pieces with Stamina as the main stat, rather we will take items that have both Stamina and some offensive stats (such as Agi/Crit/AP) on them. We will use the damage gearset for when we’re attacking flag carriers, and we will use our Stamina gearset for when we’re teamfighting, defending a base in Arathi Basin or Darkspear Isles, or pushing towards the enemy flag carrier when the flag’s in the enemy base in Warsong Gulch. We’ll swap to our damage gearset with a Vanish when we connect to our enemy flag carrier target using the ItemRack addon.

Weapon Selection

In general, we want to avoid weapons that have DoT chances on them. We do not want to put ourselves in situations where we cannot CC the target with a Gouge, or a Blind, or any other breakable CC items we have.
For Hemorrhage, we want a slow mainhand weapon (anything over 2.5 speed). This is so our Hemorrhage deals more damage per-press. Our offhand will be fast, so we can get more chance of poison procs (anything under 1.6 speed). 

For Backstab, we want as slow a dagger as possible, so our Backstab can deal the most amount of damage possible (anything over 1.8 speed). Our offhand will be fast, so we can get more chance of poison procs (anything under 1.6 speed). 

For Mutilate, we want two slow daggers (anything over 1.8 speed). This is so our Mutilate deals as much damage as possible.

In terms of Weapon Swapping - we can gather extra weapons such as Dazzling Longsword to put a Faerie Fire debuff on Rogues that they can’t remove without a Restorative Potion or a friendly Dispel Magic and a Silent Fang if we’re playing Hemorrhage for applying a Silence to casters. In general, we do not weapon swap for different poisons unless we are playing the Venomous Totem trinket.

Professions

Straightforward. Engineering is a must. This profession provides the most amount of combat bonuses for every single class. You supplement it with Mining as the vast majority of resources required to level and craft Engineering items, are from Mining. If you want to level as fast as possible, avoid doing these professions as you’re leveling, and wait until you’re level 60 for when you have a mount and won’t aggro lower level mobs as easily.

When you're 200+ Engineering, you want to complete the Gnomish Specialization quest, which lets you craft Bind-on-Pickup Gnomish items. You will want to craft Gnomish Death Ray, Gnomish Battle Chicken, Gnomish Net-o-Matic Projector, Gnomish Harm Prevention Belt, and Gnomish Mind Control Cap.

Once you have crafted those items, you will drop Engineering. Literally delete it. Re-train it, level it from 1, and this time when you're 200+, complete the Goblin Specialization quest, allowing you to craft the Goblin BoP items and craft your own Goblin Sapper Charge and recharge your own Goblin Mortar.

From here on out, you will go to 300. You will craft Goblin Rocket Boots, Goblin Rocket Helmet, Goblin Sapper Charges, Goblin Mortar, Iron Grenade, Flash Bomb, Gyrofreeze Ice Reflector, Ultra-Flash Shadow Reflector, Hyper-Radiant Flame Reflector and Gnomish Cloaking Device (you don't require Gnomish for this).

If you're well-off, you can drop your Mining much later and exchange it for Blacksmithing to craft a Glimmering Mithril Insignia.

Make sure you pick up First Aid and keep it up to date as you level.

You do not need to level Cooking beyond 60 (the level required to make Thistle Tea), and you do not need to level Fishing. They are both optional. Cooking provides minor combat bonuses in the form of Well Fed buffs, but you are unlikely to keep these up at all times as they’re a pain in the ass.

Consumables & Items to Gather

These are items you should aim to gather if you can once 60, with a description of use-cases.

Gnomish Death Ray - Gouge+ this into a Kidney Shot or an Eviscerate can be a lethal combo.

Gnomish Battle Chicken - Useful for keeping people in combat while you run away and get a restealth, preventing them from drinking or getting a restealth themselves.

Gnomish Net-o-Matic Projector - This item has a chance to net your opponent for 10 seconds, a chance to pull you towards your target and net the both of you, or net yourself for 30 seconds. Useful in conjunction with a Spider Belt, or a pre-emptive Free Action Potion. Fantastic against classes you do not want to escape after a stunlock. Can also be used to catch classes up.

Gnomish Harm Prevention Belt - Useful until you would rather not lose the stats from your belt because this belt is equal to having 50 stamina on it and nothing else.

Gnomish Mind Control Cap - One of the best items in the game. Cannot be used if you or your target are in combat. When both are out of combat, you can use this to do things like Sap target 1, Gnomish Mind Control Cap target 2, use the damage from your mind controlled target and kill target 3. Can backfire and mind control you - only use if you have an Greater Insignia of the Alliance (or Horde) equipped or you have Will of the Forsaken ready if you are undead as it will clear it.

Goblin Rocket Helmet - Charges you towards a target and puts them in a pseudo sheep for up to 30 seconds. Lasts roughly 12-15 seconds on average. This will knock you down on reaching your target, unless you use a Limited Invulnerability Potion, which will immune the knockdown effect.

Goblin Sapper Charge - Amazing for finishing targets off, or popping enemy stealth targets out of their Stealth / Vanish.

Goblin Mortar - Ranged stun trinket with a long projectile travel time. Has limited charges, so you will need to train Goblin Spec Engineering to reload these. It has a chance to backfire and deal 500+ damage to yourself and stun you; however, you can cancel the self-stun buff by putting /cancelaura goblin mortar into a button you use frequently (I’d recommend whatever button your combo point builder is on).

All 3 reflectors, Gyrofreeze Ice Reflector, Ultra-Flash Shadow Reflector and Hyper-Radiant Flame Reflector. - You cannot reflect projectiles that are already in the air, but you can reflect direct spells that haven’t yet been casted. You cannot reflect AoEs like Psychic Scream, but you can immune a hunter trap, triggering it and preventing the effect from it with it’s corresponding spell type reflector.

Flash Bomb - You will be using these versus Druid in Battlegrounds, either when killing them or stealing a flag from a druid defending a base in Arathi Basin, or Darkspear Islands. Also fantastic versus. Hunter pets.

Glimmering Mithril Insignia - I wouldn’t recommend dropping your gathering/moneymaking profession for this but if you have the disposable income, you can level BS to 225 to pick up this trinket, making you immune to fears for 30 seconds.

Gnomish Cloaking Device - This will instantly put you in a state of invisibility. You cannot be seen by stealth detection; your opponents will need detect invisibility buffs such as Detect Invisibility to see you. Damage or DoT effects will remove this effect. It does not have an immunity effect on it. 

Catseye Ultra Goggles - Used in conjunction with a stealth gearset for finding Druid or Rogue, either in the open world, at bases in battlegrounds or when the Druid’s trying to cross to your base in Warsong Gulch to pick the flag.

Noggenfogger Elixir - Having a couple stacks of these for their buff effects in battlegrounds can be very useful; the buffs will act as dispel protection for the rest of your powerful buffs. Less chance of a Free Action Potion or your valuable buffs like Power Word: Shield being dispelled.

Spider Belt - Incredible for playing versus any Mage and very useful against targets that seek to net you; either from the Gnomish Net or otherwise; like a Frostbite or a Web.

Skull of Impending Doom - After 2 seconds, this item will damage you for a random roll between 100 and 500. It will continue to tick at that fixed number every 2 seconds after that. You will maintain the 60% speed boost it gives you the entire time. You can use this to break Crowd Controls that break on damage on you if used pre-emptively, such as Polymorph, Blind or Scatter Shot. Particularly potent if used in conjunction with a Free Action Potion in Battlegrounds.

Iron Grenade - mandatory explosive. Can be used on targets when trying to catch up if they escape, or to stop heals. Can also be used in conjunction with Gouge; if you need to land a Gouge into a Heavy Runecloth Bandage or a Gouge to run, or a Gouge into a Kidney Shot.

Heavy Runecloth Bandage - Self explanatory. Very strong when used in conjunction with Sap, or a Gouge or Blind -> Bandage.

Thistle Tea - Mandatory consumable. Can be used not only for damage, but for having extra energy for maximum crowd control in a teamfight scenario.

Limited Invulnerability Potion - Fantastic against Warrior, Hunter and Melee in general. It will not remove physical debuffs on you, but make you immune to further physical debuffs, except Psychic Scream.

Swiftness Potion - Even though we have Sprint, having any form of movement speed increase extra can sometimes aid us in getting to a target we cannot catch up to, or need to. These are also incredbly cheap.

Whipper Root Tuber - Definitely go about farming these whenever you can. They act as mini health potions and don’t share a CD with health potions.

Major Healing Potion - A main stable of open world pvp. You would most of the time rather use your potion CD on something stronger, but you should always be carrying one stack of these just in-case.

Restorative Potion - Has a chance to cleanse Magic debuffs, Poisons and Diseases. It will only cleanse one debuff per attempt. You can cleanse things like Blind, Devouring Plague, Goblin Rocket Helmet and is great in general against DoT classes. However, it can be dispelled so use wisely if against a shadow Priest. CC them first with a Blind, then use your potion to clear their DoTs so you can Heavy Runecloth Bandage.

Free Action Potion - 30 seconds of stun, slow and snare immunity. Be very careful when using this versus classes that can dispel it off of you in Battleground scenarios. A potent potion, but you can become very reliant on using this as it's powerful versus many classes. I would not recommend chugging these as you do not want to build up a dependency to using them on cooldown. They will shred your funds!

Race Choices

S Tier Races

Contrary to popular belief, your racials in WoW: Forever matter a tonne in PvP. With particularly powerful options that aid you in combat, your race choice matters more than ever before.

We want to pick a race based around frequency of usage in PvP combat, when considering the highest-value use-cases.

Gnome

Eureka! is insane because you gain both damage and resource reduction, allowing you to use abilities where you previously wouldn't be able to. Your bread and butter damaging abilities in Backstab / Ambush get reduced to 54 energy from 60, Hemorrhage and Eviscerate are down to 31.5 from 35 and Gouge is 40.5 from 45. Popping Eureka in conjunction with energy increasing items such as Thistle Tea or Renataki's Charm of Trickery gives you massive amounts of burst, upwards of 300-600 damage if used with a Backstab spec. Eureka will also scale very hard as we get gear.

Expansive Mind means it’s the only race able to do Cheap Shot -> Backstab -> Gouge, pool energy into a Kidney Shot, without the use of Premeditation and Improved Expose Armor, which is the highest damage available in a stunlock at level 60 with the Dirty Deeds talent. We do not know if the older Tier 1 Nightslayer set will offer a 10 energy bonus, so as of current datamining and assumptions, the Gnome is incredibly powerful. Bare in mind that this opener however will not work versus Priest with Silent Resolve and Orc which has the racial Hardiness.


Escape Artist is an instant cast, 3 second Blessing of Freedom on a 2 min CD. Two of our three main forms of counter lockdown (roots, slows and stuns) are cleared using this, allowing you even more uptime and sticking power on a target. Sometimes you are reliant on Crippling Poison II slowing your target and you’ll be slowed before they will be. Other times you may hit a Mage’s Ice Armorand proc a Frostbite on yourself; you’ll be escaping this too. In group situations, you can save your healers a Dispel Magic, or free yourself when you’re unable to be freed by a teammate; to maybe even save them. There are an abundance of slows and snares in the game - just to name a few, Entangling Roots, Counterattack, Improved Hamstring, Improved Wing Clip, Frost Nova, Web, Improved Blizzard, Cone of Cold, Crippling Poison II, Concussive Shot and you will be clearing all of them.

There are also niche uses of Escape Artist: Combining it with clearing a slow or a snare into popping a Swiftness Potion, a Skull of Impending Doom or a pair of Goblin Rocket Boots to catch up to a high value target. The freedom effect prevents you from being re-slowed/snared afterwards.

Engineering Specialization gives you a -20% chance to backfire engineering items, which is great for things like Gnomish Mind Control Cap & Goblin Rocket Boots that have a chance to backfire. When backfiring a Mind Control Cap will Mind Control yourself for the enemy, and Goblin Rocket Boots literally explode and stun you. There will be many new Engineering items that will have backfire chances, too. 


Dueling: the best race in the game for fighting Mage. This is a no-brainer given the Mage class has the most amount of snares and slows in the game, period.

Battlegrounds: For Warsong Gulch, your number one counter will be enemy Mages slowing you when you are attempting to protect your flag carrier, or kill the enemy flag carrier. Escape Artist shines the most here out of all the racials. For Arathi Basin and Darkspear Isles, Human overtakes Gnome here, but you will be able to utilise other tools such as Catseye Ultra Goggles and Catseye Draught to find enemy Rogue who are defending their bases.

Human

With Will to Survive, Human will be the strongest counter to one of our 3 hardcounters of CC: Stuns. Everyone will however have an Greater Insignia of the Alliance (or Horde) which clears all forms of Crowd Control, but in the event you do not have this equipped, or you have it on cooldown, Human will excel.

With the predicted abundance of Undead Paladin in the game, this race is a must-consider for all Rogue players. 


Will to Survive however is on a 1.5 second Global Cooldown, half a second longer than our default of 1 second. When you use it, you won't be able to use other abilities that are also on the GCD, such as Blind, Cheap Shot and Gouge. In the early phases of the game, Human weighs incredibly highly, as potions such as Living Action Potion will not be in the game to aid you in the clearing of Stuns. 

What does this mean for us? If you are fighting an enemy Rogue and use Will to Survive to escape his Kidney Shot you will not be able to use most of your abilities for 1.5 seconds; you will be locked by the GCD after using your Will to Survive. Rogues have a 1 second GCD on most abilities, so the enemy Rogue will be able to Blind you before you are able to do the same to him.

You can Vanish which is off the Global Cooldown, but you won't be able to Cheap Shot immediately after using it and will still have to wait the entire 1.5s GCD timer. This will save you from the enemy Rogue as you will be invisible - unless the enemy Rogue has a DoT effect on you like Garrote or Rupture (either from the enemy Rogue or otherwise), but you will not be able to attack him immediately after if he decides to use his own Vanish in response to yours. You will also be vulnerable to him using a Goblin Sapper Charge on your Vanish.


You can utilise tools that are off the Global Cooldown such as Skull of Impending Doom to attempt to counter the enemy Rogue’s Blind (as it does self-damage to you), or use a potion like Restorative Potion; but it’s a necessary thing to know. Having this escape is still better than sitting the entire Stun duration assuming the enemy has lethal damage for you. 


Perception is a mainstay and very potent in the right hands. You will almost always have the opener on enemy Rogues if you pop this and they do not use a Vanish inside of their Stealth for extra Stealth levels. This is also incredibly strong in Arathi Basin and the new Darkspear Islands Battleground, as you will be able to defend and attack bases which are frequently defended by other Rogues far more consistently. Sap enemy Rogue -> click Flag, etc.

Ruthless: Rogue PvP is based around kill windows and opportunities, thus having increased crit is incredibly good. Ruthless giving 1% is an entire item of crit. Excellent for PvP

Dueling: Human is one of the strongest if not the strongest for Dueling, as you will be able to use your Will to Survive on Iron Grenade, Portable Bronze Mortar, Tidal Charm, proc stuns such as Improved Concussive Shot, Intimidation, Blackout, Hammer of Justice, Seal of Justice, Bash, and not to mention enemy Rogue stuns such as Cheap Shot and Kidney Shot.

Battlegrounds: For Arathi Basin & Darkspear Isles, this is the best race choice. For Warsong Gulch it falls short to Gnome as your number one counter in Warsong Gulch is enemy slows. You will be frequently involved in teamfights with enemy players protecting their flag carrier; not aiming to kill you most of the time. They will play to slow you, not stun you.

A Tier Races

Orc

Strongest pick for Horde overall. All racials are solid.

Blood Fury scales very hard, as the stronger your character becomes, the more damage with it you will do. You can also use it while in Stealth, making your openers with abilities like Ambush, far better. Having Blood Fury will be equal to having an extra damage trinket on-use, for free.

Shatter Curse: combined with the fact there are more instant cast & fast cast magic spells in the game such as a Heating Up Pyroblast, Ice Lance and the fact that Damage over Time spells can now crit, having a Magic Damage reduction buff is nothing to scoff at. It's a relatively small damage reduction but as a minor combat benefit, it's a nice little thing to have.

Hardiness is an incredibly powerful passive; while not as consistent as the Human’s Will to Survive, being able to reduce every Stun duration on you by 20% no matter what can help save you versus one of our biggest hardcounters. You cannot kill people if you’re dead yourself.

Dueling: the Orc is the most consistent race for dueling the majority of matchups bar anything that can use Psychic Scream, or Fear. You will not have a fear break on a racial ability like Undead do, so you will have to use other tools such as Greater Insignia of the Horde, Glimmering Mithril Insignia (from Blacksmithing), Ultra-Flash Shadow Reflector and your Kick to escape or prevent fears, depending on which fear type it is. However, versus the rest of the classes whose sole win conditions will be to slow and/or stun you, having the blanket protection from Hardiness, the extra damage from Blood Fury and the minor magic protection from Shatter Curse should provide far more combat bonuses.

Battlegrounds: in Arathi Basin and Darkspear Isles, you will gain a tonne of value from having Hardiness when going toe-to-toe with other Rogues at bases. You are unlikely to teamfight in big skirmishes, though when you do, you will have more combat bonuses than any other Horde race. In Warsong Gulch, you are unlikely to be encountering enemy stuns as much as you will be fears and slows - this is where Undead takes the crown with the Will of the Forsaken.

Undead

Will of the Forsaken provides you a Fear, Charm and Sleep break. This is incredibly useful versus Psychic Scream, Fear, Seduction, and Intimidating Shout. This is particularly potent in Warsong Gulch where you will be feared quite often when trying to shut down the enemy flag carrier and in duels where you face classes that fear - as you will not have to use other tools to break or stop them in your trinket slots.

Touch of the Grave is relatively inconsequential but when it procs when we've lost some health, it's stronger than Shatter Curse. You can assume at 60 you will heal for around 150-250 hp depending on your gearset, every 25-30 seconds. Our fights are as short as our up-time windows are, so outside of this proccing initially in a fight where we may not need the heal, I wouldn't categorize it as a racial to plan a chocie around.

Cannibalize is a fair racial, particularly useful while leveling and when not under the effects of a DoT effect after a PvP kill, but nothing comparable to the strength of the Orc racials.

B Tier Races

Night Elf

Elune's Light provides us with a massive crit bonus every 3 minutes. Using this in conjunction with a burst window can cause us to win fights where we would not. It not only benefits all of our bursting abilities such as Backstab and Mutilate, but our auto attacks and Poisons too. This is not a minor bonus, as it's a controllable variable, unlike Human and Orc's passive crit chance.

Quickness stacks with other movement speed increasing abilities such as Minor Speed, Sprint, and items like Swiftness Potion and Goblin Rocket Boots. It's a very minor bonus.

Shadowmeld is usable now while in Combat, and will drop us into a stealth-like state. We will not drop combat, and therefore cannot use our Stealth or our stealth-requiring abilities after usage.

What this means is, if your target is able to detect you, i.e. they have High Alert, any form of stealth-detection like Catseye Draught, Track Hidden, Paranoia or are simply within 10 yards of you, they will be able to see you and they will retain you as a target.

If you are however at a safe-distance of beyond 20 yards, you can assume the average target will lose you as a target, and will have to run towards you to see you again. This allows you to stop spell-casts if far enough away, or prevent damage momentarily. If the target isn't able to pop you out of your Shadowmeld, after 5 to 7 seconds you will drop Combat and can Stealth and move around. Otherwise, you are forced to sit still to not cancel the effect of the Shadowmeld.

Contrary to popular belief, this racial does not have an immunity window on it, like in WoTLK+.

Wisp Spirit has some incredibly niche uses, such as getting back to your body in a Battleground incredibly fast, traveling massive distances in areas where the graveyards are scarce (think Tanaris, Burning Steppes, Un'goro Crater, Eastern Plaguelands), and may help you secure PvP objectives. You may be fighting over a World Boss, a scarce resource, in a long-duration group PvP fight where your teammates are unable to use a Resurrection on you.

The Night Elf sits apart as an unconventional, niche-based pick which may provide you some enjoyment if you aren't looking to generate maximum value from the other races available to us.


C Tier Races

Dwarf

Stoneform will allow you to remove bleeds such as Rend and Deep Wounds and allow you to use a Heavy Runecloth Bandage. You will also become immune to them; as well as Poisons, such as Crippling Poison II, or Serpent Sting.

More importantly, you will be able to remove Rogue's Blind once already affected by it. However, this is a weaker option than having Human's Will to Survive, as there's a chance you die during the stuns, well before a Blind arrives.

Artisan's Precision (1% Hit) - Not bad at all, but we will find hit on gear very easily at max level.

Big Game Hunter will work on Druid in Bear Form or Cat Form, but when fighting these classes in a Duel you would rather be Human for the ability to Will to Survive Bash, or Gnome in Warsong Gulch when fighting an enemy Flag Carrier in Bear Form, as you will be able to Escape Artist the peels you will be receiving.

In scenarios where you're bled, need to cleanse them to survive and don't have a Tourniquet, Stoneform is excellent. If an enemy Druid doesn't have a Bash or you aren't being peeled from attacking one in form, Big Game Hunter is ideal. However; these are niche scenarios and as you have probably figured out, Human and Gnome are of more value overall for us in PvP.


High Order Skyborne / Windshaper Skyborne

Elemental Insight: Useless in PvP.

Skysight: 15% movement speed isn't terrible, but in the grand scheme of things, when choosing your race for PvP, there are far more potent racials to choose from.

Read Leyline: Similar to the above; having health regeneration isn't bad, but the amount is inconsequential when considering the other races have so much value caked into them already.

Walk on Air: boasting niche uses in areas where you can run up onto a raised surface to either engage on a target, or escape, this racial is relatively useless outside of using it in a Battleground.

In Arathi Basin, you can float to other bases from height; such as above Gold Mine to the flag, from Lumber Mill to Blacksmith, or Stables/Farm. In Warsong Gulch, it's unconfirmed whether we will be able to float while holding a flag. In the case that we are, this racial is great in Warsong but the rest of Skyborne pales in comparison to our other options for this Battleground in mind - unless the floating racial is an interesting gameplay option for you.

Wind Blessed: incredibly strong in PvE, and will give us faster Global Cooldowns in PvP, but relatively inconsequential in the grand scheme.

Troll


Beast Slaying will work on Druid in Bear Form or Cat Form, but when fighting these classes in a Duel you would rather be Orc for the ability to Hardiness Bash, or Undead in Warsong Gulch when fighting an enemy Flag Carrier in Bear Form, as you will be able to Will of the Forsaken the peels from the enemy Priest you will be receiving.

Berserking outside of sitting on a target with weapons that have proc-effects such as Misplaced Servo Arm, enchants with high Procs Per Minute such as Enchant Weapon - Lifestealing, a poison-focused build with Vile Poisons, Improved Poisons and either Deadly Poison V / Instant Poison VI, this racial pales in comparison to Blood Fury.

Rapid Regeneration will have uses where you would be otherwise using a Heavy Runecloth Bandage, so you will have a stronger bandage, and a second one to use if you're able to reset a fight twice. Sadly, damage taken cancels the effect, so we can't regenerate our way through DoTs, else this racial would be incredible.


Useful Macros

Spammable Sap Macro

#showtooltip vanish

/cleartarget

/console targetNearestDistance 1.000000 

/targetenemyplayer [noharm][dead] 

/console targetNearestDistance 41.000000 

/cast [nostealth] vanish

/cast [stealth][harm,nodead] sap

/cast [nostealth] vanish


You spam this whenever you feel there are Rogues or Druids around in Stealth.

Spammable Builder Macros

#show

/startattack [nostealth] Backstab

/stopcasting

/cancelaura goblin mortar


#show

/startattack [nostealth] Hemorrhage

/stopcasting

/cancelaura goblin mortar


#show

/startattack [nostealth] Mutilate

/stopcasting

/cancelaura goblin mortar


These are safe startattack macros for your builders. Your Goblin Mortar has a chance to backfire and stun you, but you can cancel this stun with this macro line.


Easy Grenade Macro

/castsequence reset=2 Iron Grenade

/stopcasting

This macro will allow you to cast your grenades with one press, a second press will cancel the cast (and not consume the grenade) so you don’t have to press Escape to cancel it when repositioning your grenades.

Cancelaura Macro


/cancelaura stealth

/cancelaura blessing of protection

/cancelaura horde flag

/cancelaura alliance flag

/cancelaura darkspear flag

/cancelaura flee

/cancelaura invulnerability


This macro will allow you to turn off your Skull of Impending Doom buff (so it stops damaging you) if you get caught into a stun and can’t change your offhand weapon. It will also unstealth you when you no longer need to be stealthed but don’t want the movement punishing effect Stealth or Vanish have on you. It will drop flags to your teammates in Battlegrounds. It will cancel your Limited Invulnerability Potion so you can click flags. And it will cancel Blessing of Protection which prevents you from attacking once you have received the value you need from it.


Cancel Goblin Rocket Boots Macro

/cancelaura goblin rocket boots

Goblin Rocket Boots have a chance to backfire and explode, stunning you and destroying your boots. This macro will be usable in combat so you can easily turn them off once you’ve gained the value from them (escaping or catching up to your target).


Clean Vanish/Cheap Macro


#show vanish

/use vanish

/use premeditation

/use cheap shot

/cancelaura goblin mortar


In situations where you want to CC a target, you can use this macro to cleanly Vanish and Premed -> Cheap Shot to gain 5 Combo Points instantly, for a followup 6 second Kidney Shot without the worry of anything breaking you out of the Vanish before you get your stun and premeditation off.

Clean Stealth/Sap Macro

#show stealth

/use !stealth

/use sap

This macro is a safe Stealth > Sap macro in 1 button, reducing the chance you may not be able to Sap if you need to, in between DoT ticks, etc.

Stopattack Macro

/stopattack

Every rogue needs a stopattack macro. Sometimes you will turn your attack off manually to not hit into teammate’s CCs to not break them, or to not proc a Mage’s Frostbite

Necessary Addons for PvP

WoW PvP is an information based game. You need to have the necessary tools to open up the playing field and allow you to make the correct decisions. As a class that relies a lot on control, we require information on when to do that control, and we need tools to allow us to utilise all of our utility seamlessly.

Mandatory Addons: 

1. a Diminishing Returns tracker: you need to be able to see when you can Stun and Incapacitate without them being half duration or worse, immune!

2. TrinketMenu: This addon allows you to see the trinkets you have equipped, with an optional menu displaying every trinket you have in your bags. By both left and right clicking trinkets on the menu, you can quickly swap between trinkets during combat. This addon will also queue the trinket swaps, so when you drop combat (either organically or with Vanish), you will swap to them.

3. ItemRack: Similar to TrinketMenu but for other gear pieces. Used a Goblin Rocket Helmet? On your way to the target, you can queue a swap to your normal headpiece so you gain your stats back as you drop combat.

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