L'équipe a partagé un aperçu de deux classes dans WoW Forever : le voleur et le démoniste. Pour les voleurs, cette mise à jour s'appuie sur leur maîtrise de la furtivité, du contrôle, des poisons et des attaques précises avec leurs armes. Pour les démonistes, l'accent est mis sur la découverte de nouvelles façons de maîtriser les pouvoirs de l'Ombre, de la Destruction et de la Démonologie.
Les démonistes maîtrisent des pouvoirs interdits, transformant chaque ressource — des afflictions persistants aux démons liés — en un moyen supplémentaire de vaincre leurs ennemis. Forever élargit leurs possibilités de gestion de ces pouvoirs et créent de nouveaux liens entre leurs sorts, leurs familiers et leurs outils spécialisés.
Les voleurs excellent dans l'art de créer des occasions et de les transformer en avantages décisifs. Ces mises à jour leur offrent davantage de moyens de se préparer à un affrontement, de s'adapter une fois le combat engagé et de définir une configuration de personnage en fonction des méthodes qui leur conviennent le mieux.
Masters of subtlety and destructive power take center stage in this World of Warcraft: Forever class deep dive. Discover how Rogues and Warlocks are evolving through updates that build on the defining tools, tactics, and playstyles of each class.
For Rogues, the update builds on their mastery of Stealth, control, Poisons, and precise weapon attacks. Poisons gain more charges and can be used alongside temporary weapon enchantments, while updates across Assassination, Combat, and Subtlety create stronger options for daggers, other weapon types, Finishing Moves, Bleeds, and combat tricks.
For Warlocks, the focus is on opening new ways to command Shadow, Fire, and demonic power. Banes separate damaging effects from utility Curses, pets scale with their master’s stats, and revised Firestones and Spellstones strengthen spell-focused weapon imbues. Talent updates across Affliction, Demonology, and Destruction further support damage-over-time and draining effects, deeper demon synergies, and distinct Shadow and Fire combinations.
Talents become available starting at level 10 and continue using a familiar structure, including one-point milestone talents at 11, 21, and 31 points, now joined by a new 16-point milestone. To change your talents, including Legacy talents, visit a class trainer in one of the major cities. Dual Specialization also becomes available at level 40.
Please note that class abilities and talents may continue to evolve throughout the beta test and are subject to additional changes.
Rogue: Every Advantage Counts

Rogues excel at creating opportunities and turning them into decisive advantages. These updates give them more ways to prepare for an encounter, adapt once combat begins, and shape a build around the methods that suit them best.
Baseline Abilities
Poisons
Charges increased on all poisons.
Poisons can now be applied to weapons at the same time as temporary enchantments like Weightstones and Sharpening Stones.
Feint: Threat reduction doubled.
Sap: Using this ability no longer breaks Stealth.
We want Rogues to have a crowd control benefit they can provide to parties and raids that requires their unique skills to set up (Stealth, Distract, etc.) but which can be used tactically when there are too many monsters in a group to be safely tanked.Distract: This ability now also causes affected enemies to have reduced Stealth detection for 10 seconds. However, this debuff also means player enemies will now know there is a Rogue nearby to look for.
Expose Armor: Armor reduction increased to match the armor reduction caused by 5 applications of Sunder Armor at approximately the same level.
Expose Armor no longer prevents Sunder Armor from being used on a target, but Sunder Armor will still not overwrite Expose Armor, unless its effect is weaker. This allows Warriors to generate threat from Sunder Armor without Expose Armor interfering.Axes: Rogues can now learn to equip one-handed axes. This increase in itemization choices lets us make a more diverse offering of weapons and know that Rogues will still benefit. Rogues as an archetype include brigands and outlaws, who often make use of axes in fantasy and medieval storytelling.
Talents
Assassination
Improved Gouge: Moved to row 1 of Assassination from Combat.
Remorseless Attacks: Now also affects Mutilate.
Malice: Now increases your critical strike chance with all attacks and Poisons, instead of just melee attacks.
Murder: Now also applies to Giants but no longer applies to Beasts and Dragonkin.
Improved Expose Armor: (Redesigned.) No longer increases the effectiveness of Expose Armor, instead reduces the Energy cost of Expose Armor and Expose Armor now refunds Combo Points when used with 5 Combo Points.
Lethality: Now also applies to Mutilate. Bonus to critical damage also lowered some.
Cold Blood: Moved from 21-point gold medal talent to 16-point gold medal talent. Now also applies to Mutilate.
Improved Poisons: Now also grants a large chance for Poisons not to consume charges when triggered. We want Assassination to be a Poison-focused playstyle, so this helps their Poisons last much longer without needing to be reapplied.
Vigor: Now a 2-point talent on row 5 instead of the 31-point gold medal talent. Same total effect.
Mutilate: (New 21-point gold medal talent.) This 60 Energy Combo ability strikes with both hands as weapon damage from each weapon, but both must be daggers. This damage is increased against Poisoned targets and awards 2 Combo Points. Each hand has a chance to trigger various procs.
Improved Kidney Shot: The increased damage from this talent now applies only to your own attacks and Poisons.
Seal Fate: No longer requires Cold Blood as a pre-requisite. Note that Mutilate will trigger this exactly once if either or both hands generates a critical strike.
Venom: New 31-point gold medal talent. This new 25 Energy Finisher ability grants 30% increased damage to your Poisons and 10% increased chance to apply Poisons. Duration determined by number of Combo Points spent. Our expectation is that Assassination focuses its finishers on maintaining Venom and Slice and Dice, and damaging finishers like Rupture and Eviscerate are a lower priority. Other Rogue builds would put more emphasis on those damaging Finishers.
Combat
Improved Eviscerate: Moved to row 1 from Assassination . Damage bonus increased.
Puncturing Wounds: (Formerly Improved Backstab.) Now also increases Mutilate crit chance by a lesser percentage, and gives Backstab a chance to grant an additional Combo Point.
Deflection: Now grants twice as much Parry chance per point.
Precision: Now increases chance to hit with all spells and attacks, including Poisons, instead of just melee weapon attacks.
Endurance: Now reduces Sprint and Evasion cooldown by a percentage, resulting in a larger total reduction for both.
Flawless Execution: New 16-point gold medal talent. Reduces the Energy cost of Eviscerate by 10.
Dual Wield Specialization: Increase to off-hand damage reduced.
Hack and Slash: This new row 5 talent combines the benefits of the removed talents Dagger Specialization, Mace Specialization, Sword Specialization, and Fist Weapon Specialization, and also adds a bonus for Axes. Axes gain the same benefit as Swords, a chance to make an extra attack. The bonus for Maces causes attacks to ignore some of the target’s armor, rather than provide a chance to Stun.
Weapon Expertise: (Redesigned.) Now reduces the chance for a target to Dodge or Parry your attacks.
Aggression: Now also increases Backstab damage. We wanted the Combat specialization to support a Backstab-oriented build as well as a Sinister Strike-oriented build. So, this and several other talents gained more Backstab support.
Removed talents: Dagger Specializaton, Mace Specialization, Sword Specialization, Fist Weapon Specialization have all been subsumed into the new talent Hack and Slash.
Subtlety
Camouflage: Moved from row 2 up to row 1.
Master of Deception: Reduced from 5 talent points to 3 talent points for the same effect. The tooltip has been clarified to state the exact impact of the improvement to Stealth.
Opportunity: Now also affects Mutilate.
Setup: Chance to trigger increased so that 3 points grants 100% chance.
Dirty Tricks: Formerly Improved Sap. Moved from row 4 up to row 2. (Redesigned.) Sap never breaks Stealth now baseline. Instead, this talent reduces the Energy cost of Sap and Blind by a substantial amount.
Improved Ambush: Moved from row 3 to row 2.
Initiative: Chance for this to activate increased so that it has a 100% chance with 3 talent points.
Ghostly Strike: Percentage damage done increased while a Dagger is equipped instead of another weapon.
Improved Distract: (New row 3 talent.) Increases the radius of effect of your Distract, and Distracted enemies now suffer an increased penalty to their Stealth detection.
Heightened Senses: Moved from row 5 up to row 4. Tooltip clarified to describe the exact effect of the increased Stealth detection.
Premeditation: Moved from 31-point gold medal talent to 16-point gold medal talent. Duration increased to 20 seconds.
Serrated Blades: Now ignores a specific percentage of your target’s armor, instead of a flat value—rising per level.
Dirty Deeds: Now also allows Garrote to be used when not behind your target.
Hemorrhage: Percentage damage done increased while a Dagger is equipped instead of another weapon. Now also increases your Rupture damage to the target for 15 seconds.
Quietus: (New row 6 talent.) Pre-requisite Dirty Deeds. Your Sinister Strike, Ghostly Strike, and Hemorrhage abilities cause more damage to targets below 35% health.
We wanted the Subtlety tree to support playstyles with both Sinister Strike and Backstab, so this talent supports the Sinister Strike oriented build.Cutthroat: (New row 6 talent.) Your Backstab has a chance to cause your next Ambush to not require Stealth.
This talent supports the Backstab oriented build as well as creating an exciting alternate flow where Ambush can be used during combat.Thousand Cuts: New 31-point gold medal talent. Each time Rupture deals damage, the Energy cost of your next Hemorrhage or Backstab ability is reduced by 3 Energy, stacking up to 5 times.
Removed talents: Sleight of Hand, Deadliness.
Rogues remain the masters of Stealth, with unique abilities useable from Stealth like Pickpocket, Distract, Sap, and Garrote. They alone have access to Poisons and can now use them alongside temporary weapon enchantments. However, different varieties of Rogues specialize in different weapons and tactics. Assassination specializes in daggers and buffing themselves with Finishing moves. Combat and Subtlety have support for all weapon types, with Combat focusing on hard hitting direct damage and little bit of cleave damage with Blade Flurry, and Subtlety focusing on combat tricks and Bleeds. Whichever specialization they choose, Rogues are welcome in any party or raid for their Stealth and control abilities, as well as the highest potential single-target melee damage in the game.
Whether striking from the shadows or wielding forbidden power, Rogues and Warlocks offer distinct ways to approach every encounter. Explore their updated talents, experiment with new combinations, and find the tactics that best suit your path through World of Warcraft: Forever.








