RogueAssassinationDPSDungeon levelingLevels 40–60
Melee Burst 5-man: Assassination Rogue Mutilate talents (levels 40–60)
TheorycraftUpdated Oct 24, 2026
Published Sep 15, 2026 · 391 views
Assassination Rogue build for melee burst dungeon leveling from 40 to 60: Seal Fate and Mutilate for fast kills, Murder against humanoids, Venom and Improved Poisons, and Improved Kick from Combat.
Suggested group
Pick a group member to see their talents and when to learn each point.
Assassination Rogue talents
The build this guide is about. Rogue leveling
Assassination33 pts
Hover or tap a talent to see what it does.
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- 1.Malice1/5Lv 10
- 2.Malice2/5Lv 11
- 3.Malice3/5Lv 12
- 4.Malice4/5Lv 13
- 5.Malice5/5Lv 14
- 6.Ruthlessness1/3Lv 15
- 7.Ruthlessness2/3Lv 16
- 8.Ruthlessness3/3Lv 17
- 9.Murder1/2Lv 18
- 10.Murder2/2Lv 19
- 11.Relentless Strikes1/1Lv 20
- 12.Lethality1/5Lv 21
- 13.Lethality2/5Lv 22
- 14.Lethality3/5Lv 23
- 15.Lethality4/5Lv 24
- 16.Lethality5/5Lv 25
- 17.Vile Poisons1/5Lv 26
- 18.Vile Poisons2/5Lv 27
- 19.Vile Poisons3/5Lv 28
- 20.Vile Poisons4/5Lv 29
- 21.Vile Poisons5/5Lv 30
- 22.Improved Poisons1/5Lv 31
- 23.Improved Poisons2/5Lv 32
- 24.Improved Poisons3/5Lv 33
- 25.Improved Poisons4/5Lv 34
- 26.Improved Poisons5/5Lv 35
- 27.Seal Fate1/5Lv 36
- 28.Seal Fate2/5Lv 37
- 29.Seal Fate3/5Lv 38
- 30.Seal Fate4/5Lv 39
- 31.Seal Fate5/5Lv 40
- 32.Mutilate1/1Lv 41
- 33.Venom1/1Lv 42
- 34.Improved Eviscerate1/3Lv 43
- 35.Improved Eviscerate2/3Lv 44
- 36.Improved Eviscerate3/3Lv 45
- 37.Lightning Reflexes1/5Lv 46
- 38.Lightning Reflexes2/5Lv 47
- 39.Precision1/3Lv 48
- 40.Precision2/3Lv 49
- 41.Precision3/3Lv 50
- 42.Puncturing Wounds1/3Lv 51
- 43.Puncturing Wounds2/3Lv 52
- 44.Puncturing Wounds3/3Lv 53
- 45.Deflection1/3Lv 54
- 46.Deflection2/3Lv 55
- 47.Deflection3/3Lv 56
- 48.Endurance1/2Lv 57
- 49.Endurance2/2Lv 58
- 50.Improved Kick1/2Lv 59
- 51.Improved Kick2/2Lv 60
Fury Warrior talents
The build this guide recommends for the Fury Warrior in your group. Warrior leveling
- Arms (0)
- Fury (31): Cruelty 5/5, Unbridled Wrath 5/5, Furious Precision 3/3, Blood Craze 3/3, Enrage 5/5, Improved Execute 1/2, Improved Berserker Rage 2/2, Death Wish 1/1, Flurry 5/5, Bloodthirst 1/1
- Protection (20): Improved Bloodrage 2/2, Shield Specialization 5/5, Anticipation 5/5, Improved Thunder Clap 3/3, Last Stand 1/1, Defiance 3/3, Vanguard 1/1
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Cruelty 1/5
- Lv 11: Cruelty 2/5
- Lv 12: Cruelty 3/5
- Lv 13: Cruelty 4/5
- Lv 14: Cruelty 5/5
- Lv 15: Unbridled Wrath 1/5
- Lv 16: Unbridled Wrath 2/5
- Lv 17: Unbridled Wrath 3/5
- Lv 18: Unbridled Wrath 4/5
- Lv 19: Unbridled Wrath 5/5
- Lv 20: Shield Specialization 1/5
- Lv 21: Shield Specialization 2/5
- Lv 22: Shield Specialization 3/5
- Lv 23: Shield Specialization 4/5
- Lv 24: Shield Specialization 5/5
- Lv 25: Improved Thunder Clap 1/3
- Lv 26: Improved Thunder Clap 2/3
- Lv 27: Improved Thunder Clap 3/3
- Lv 28: Improved Bloodrage 1/2
- Lv 29: Improved Bloodrage 2/2
- Lv 30: Last Stand 1/1
- Lv 31: Defiance 1/3
- Lv 32: Defiance 2/3
- Lv 33: Defiance 3/3
- Lv 34: Furious Precision 1/3
- Lv 35: Furious Precision 2/3
- Lv 36: Furious Precision 3/3
- Lv 37: Blood Craze 1/3
- Lv 38: Blood Craze 2/3
- Lv 39: Blood Craze 3/3
- Lv 40: Enrage 1/5
- Lv 41: Enrage 2/5
- Lv 42: Enrage 3/5
- Lv 43: Enrage 4/5
- Lv 44: Enrage 5/5
- Lv 45: Improved Berserker Rage 1/2
- Lv 46: Improved Berserker Rage 2/2
- Lv 47: Improved Execute 1/2
- Lv 48: Death Wish 1/1
- Lv 49: Flurry 1/5
- Lv 50: Flurry 2/5
- Lv 51: Flurry 3/5
- Lv 52: Flurry 4/5
- Lv 53: Flurry 5/5
- Lv 54: Bloodthirst 1/1
- Lv 55: Anticipation 1/5
- Lv 56: Anticipation 2/5
- Lv 57: Anticipation 3/5
- Lv 58: Anticipation 4/5
- Lv 59: Anticipation 5/5
- Lv 60: Vanguard 1/1
Retribution Paladin talents
The build this guide recommends for the Retribution Paladin in your group. Paladin leveling
- Holy (7): Divine Strength 5/5, Divine Intellect 2/5
- Protection (0)
- Retribution (44): Deflection 5/5, Benediction 5/5, Improved Judgement 2/2, Holy Conduit 2/2, Conviction 5/5, Vindication 3/3, Sanctified Judgement 3/3, Seal of Command 1/1, Pursuit of Justice 2/2, Eye for an Eye 2/2, Sacred Arbiter 1/1, Two-Handed Weapon Specialization 3/3, Vengeance 3/3, Repentance 1/1, Champion of the Light 3/3, Instrument of Law 2/2, Twist of Light 1/1
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Benediction 1/5
- Lv 11: Benediction 2/5
- Lv 12: Benediction 3/5
- Lv 13: Benediction 4/5
- Lv 14: Benediction 5/5
- Lv 15: Conviction 1/5
- Lv 16: Conviction 2/5
- Lv 17: Conviction 3/5
- Lv 18: Conviction 4/5
- Lv 19: Conviction 5/5
- Lv 20: Seal of Command 1/1
- Lv 21: Sanctified Judgement 1/3
- Lv 22: Sanctified Judgement 2/3
- Lv 23: Sanctified Judgement 3/3
- Lv 24: Pursuit of Justice 1/2
- Lv 25: Pursuit of Justice 2/2
- Lv 26: Eye for an Eye 1/2
- Lv 27: Eye for an Eye 2/2
- Lv 28: Sacred Arbiter 1/1
- Lv 29: Improved Judgement 1/2
- Lv 30: Improved Judgement 2/2
- Lv 31: Two-Handed Weapon Specialization 1/3
- Lv 32: Two-Handed Weapon Specialization 2/3
- Lv 33: Two-Handed Weapon Specialization 3/3
- Lv 34: Vengeance 1/3
- Lv 35: Vengeance 2/3
- Lv 36: Vengeance 3/3
- Lv 37: Champion of the Light 1/3
- Lv 38: Champion of the Light 2/3
- Lv 39: Champion of the Light 3/3
- Lv 40: Twist of Light 1/1
- Lv 41: Instrument of Law 1/2
- Lv 42: Instrument of Law 2/2
- Lv 43: Holy Conduit 1/2
- Lv 44: Holy Conduit 2/2
- Lv 45: Repentance 1/1
- Lv 46: Vindication 1/3
- Lv 47: Vindication 2/3
- Lv 48: Vindication 3/3
- Lv 49: Deflection 1/5
- Lv 50: Deflection 2/5
- Lv 51: Deflection 3/5
- Lv 52: Deflection 4/5
- Lv 53: Deflection 5/5
- Lv 54: Divine Strength 1/5
- Lv 55: Divine Strength 2/5
- Lv 56: Divine Strength 3/5
- Lv 57: Divine Strength 4/5
- Lv 58: Divine Strength 5/5
- Lv 59: Divine Intellect 1/5
- Lv 60: Divine Intellect 2/5
Enhancement Shaman talents
The build this guide recommends for the Enhancement Shaman in your group. Shaman leveling
- Elemental (6): Concussion 5/5, Elemental Devastation 1/3
- Enhancement (45): Thundering Strikes 5/5, Ancestral Knowledge 5/5, Mental Dexterity 3/3, Improved Lightning Shield 3/3, Elemental Weapons 3/3, Shamanistic Focus 1/1, Anticipation 3/3, Toughness 5/5, Flurry 5/5, Stormstrike 1/1, Spirit Weapons 1/1, Mental Quickness 2/2, Improved Stormstrike 2/2, Maelstrom Weapon 5/5, Rage of the Farseer 1/1
- Restoration (0)
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Thundering Strikes 1/5
- Lv 11: Thundering Strikes 2/5
- Lv 12: Thundering Strikes 3/5
- Lv 13: Thundering Strikes 4/5
- Lv 14: Thundering Strikes 5/5
- Lv 15: Mental Dexterity 1/3
- Lv 16: Mental Dexterity 2/3
- Lv 17: Mental Dexterity 3/3
- Lv 18: Improved Lightning Shield 1/3
- Lv 19: Improved Lightning Shield 2/3
- Lv 20: Improved Lightning Shield 3/3
- Lv 21: Elemental Weapons 1/3
- Lv 22: Elemental Weapons 2/3
- Lv 23: Elemental Weapons 3/3
- Lv 24: Shamanistic Focus 1/1
- Lv 25: Flurry 1/5
- Lv 26: Flurry 2/5
- Lv 27: Flurry 3/5
- Lv 28: Flurry 4/5
- Lv 29: Flurry 5/5
- Lv 30: Stormstrike 1/1
- Lv 31: Spirit Weapons 1/1
- Lv 32: Mental Quickness 1/2
- Lv 33: Mental Quickness 2/2
- Lv 34: Improved Stormstrike 1/2
- Lv 35: Improved Stormstrike 2/2
- Lv 36: Maelstrom Weapon 1/5
- Lv 37: Maelstrom Weapon 2/5
- Lv 38: Maelstrom Weapon 3/5
- Lv 39: Maelstrom Weapon 4/5
- Lv 40: Maelstrom Weapon 5/5
- Lv 41: Rage of the Farseer 1/1
- Lv 42: Concussion 1/5
- Lv 43: Concussion 2/5
- Lv 44: Concussion 3/5
- Lv 45: Concussion 4/5
- Lv 46: Concussion 5/5
- Lv 47: Elemental Devastation 1/3
- Lv 48: Toughness 1/5
- Lv 49: Toughness 2/5
- Lv 50: Toughness 3/5
- Lv 51: Toughness 4/5
- Lv 52: Toughness 5/5
- Lv 53: Anticipation 1/3
- Lv 54: Anticipation 2/3
- Lv 55: Anticipation 3/3
- Lv 56: Ancestral Knowledge 1/5
- Lv 57: Ancestral Knowledge 2/5
- Lv 58: Ancestral Knowledge 3/5
- Lv 59: Ancestral Knowledge 4/5
- Lv 60: Ancestral Knowledge 5/5
Restoration Shaman talents
The build this guide recommends for the Restoration Shaman in your group. Shaman leveling
- Elemental (0)
- Enhancement (0)
- Restoration (51): Improved Healing Wave 5/5, Tidal Focus 5/5, Mindfulness 3/3, Natural Grace 3/3, Totemic Focus 5/5, Improved Reincarnation 2/2, Ancestral Healing 3/3, Healing Focus 3/3, Water Shield 1/1, Tidal Mastery 5/5, Restorative Totems 5/5, Mana Tide Totem 1/1, Healing Way 3/3, Nature's Swiftness 1/1, Purification 5/5, Riptide 1/1
Talent order by level
One talent point per level, starting at level 10. Spend them in this order as you level.
- Lv 10: Improved Healing Wave 1/5
- Lv 11: Improved Healing Wave 2/5
- Lv 12: Improved Healing Wave 3/5
- Lv 13: Improved Healing Wave 4/5
- Lv 14: Improved Healing Wave 5/5
- Lv 15: Tidal Focus 1/5
- Lv 16: Tidal Focus 2/5
- Lv 17: Tidal Focus 3/5
- Lv 18: Tidal Focus 4/5
- Lv 19: Tidal Focus 5/5
- Lv 20: Healing Focus 1/3
- Lv 21: Healing Focus 2/3
- Lv 22: Healing Focus 3/3
- Lv 23: Water Shield 1/1
- Lv 24: Natural Grace 1/3
- Lv 25: Totemic Focus 1/5
- Lv 26: Totemic Focus 2/5
- Lv 27: Mana Tide Totem 1/1
- Lv 28: Restorative Totems 1/5
- Lv 29: Restorative Totems 2/5
- Lv 30: Healing Way 1/3
- Lv 31: Healing Way 2/3
- Lv 32: Healing Way 3/3
- Lv 33: Nature's Swiftness 1/1
- Lv 34: Restorative Totems 3/5
- Lv 35: Purification 1/5
- Lv 36: Purification 2/5
- Lv 37: Purification 3/5
- Lv 38: Purification 4/5
- Lv 39: Purification 5/5
- Lv 40: Riptide 1/1
- Lv 41: Mindfulness 1/3
- Lv 42: Mindfulness 2/3
- Lv 43: Mindfulness 3/3
- Lv 44: Tidal Mastery 1/5
- Lv 45: Tidal Mastery 2/5
- Lv 46: Tidal Mastery 3/5
- Lv 47: Tidal Mastery 4/5
- Lv 48: Tidal Mastery 5/5
- Lv 49: Ancestral Healing 1/3
- Lv 50: Ancestral Healing 2/3
- Lv 51: Ancestral Healing 3/3
- Lv 52: Restorative Totems 4/5
- Lv 53: Restorative Totems 5/5
- Lv 54: Totemic Focus 3/5
- Lv 55: Totemic Focus 4/5
- Lv 56: Totemic Focus 5/5
- Lv 57: Natural Grace 2/3
- Lv 58: Natural Grace 3/3
- Lv 59: Improved Reincarnation 1/2
- Lv 60: Improved Reincarnation 2/2
Experience changes that affect this route
The beta changed the leveling maths twice in October, so advice written in September no longer holds. Each entry is what Blizzard wrote, with our reading of it marked separately. Last change .
- Dungeon kill experience was being paid at the group's highest level, fixed October 8Live in a build
Aggrend confirmed that experience per kill inside a dungeon was calculated from the highest-level character in the group instead of your own. His example: a level 20 in the Deadmines with four other level 20s and one level 25 earns very little per kill. The October 8 build fixed it, so kill experience uses your own level against the mob's. A party member far above the mob's level still means no one gets experience.
What it means for your route: Every XP-per-hour number testers posted from a mixed-level group before October 8 was measuring this bug as well as the nerf, so treat those older dungeon-speed claims as unusable.
Source: Blizzard Entertainment · The bug and the fix
- Base kill experience in dungeons goes up about 20%Live in a build
Shipped in the October 8 build alongside the bug fix. Blizzard says the two together should make dungeon runs feel better and more even.
What it means for your route: Trash pulls pay more than they did, which favours full clears over quest-only runs that skip packs.
Source: Blizzard Entertainment · The bug and the fix
- The target is parity with questing, not Classic Era dungeon speedAnnounced, not in a build yet
Blizzard's stated aim: after these changes, perfect experience-per-hour dungeon play should land very close to, if not equal to, optimal questing. It also said dungeon experience will not return to Classic Era levels, because dungeon spam being the optimal path fails its design pillars.
What it means for your route: Plan a mixed route. Dungeons are for the levels where an instance sits on your path and the group is close to your level; questing carries the levels in between. A pure dungeon run to 60 is being balanced out of the game on purpose.
Source: Blizzard Entertainment (Aggrend) · Blizzard's reasoning
- Dungeon quests give 50% less bonus experienceLive in a build
In the level 30 build Blizzard cut the extra experience dungeon quests award beyond normal quest values by half, and recalibrated some quest rewards. Normal quest experience and experience from killing things in a dungeon were not touched.
What it means for your route: Chaining dungeon quests is still worth doing on the first run of an instance, but it no longer beats a good quest chain outside by the margin it did in September.
Source: Blizzard Entertainment · What the level 30 build changed
Legacy Points while you level
UnconfirmedWhere to spend Rogue Legacy Points for dungeon leveling, in the order the points arrive. A character can spend 16, and an account can earn 65 at launch. Stop wherever your total is — the list is cumulative. Effects are quoted from the Beta client 1.60.1.70532 data.
- 1.1 point · 1/16
Well Restedrank 1 · Adventure
Your rested experience accumulates 4% faster and your rested experience cap is increased by 4%.
Only one point here for now — it is the prerequisite for Talented, and rested experience is worth having while you are at it.
- 2.5 points · 6/16
Talentedrank 5 · Adventure
You gain talent points every level starting at level 5 instead of starting at level 10, but you still may not have more than 51 total talent points.
The strongest leveling node in the tree: talent points from level 5 instead of 10, so you reach your first real build five levels sooner.
- 3.5 points · 11/16
Reinforcerank 5 · Resourcefulness
You take 40% less durability loss when you die.
Wipes cost durability. This is the only node that makes dying cheaper.
- 4.2 points · 13/16
The Quick and the Deadrank 2 · Resourcefulness
Increases movement speed while dead by 10% and your helpful spells and abilities cost no resources for 2 min after being resurrected or until you enter combat.
Faster corpse runs and free heals for two minutes after a resurrection — exactly the state you are in after a wipe.
- 5.2 points · 15/16
Field Guiderank 2 · Adventure
Reduces your cooldown on adding Camp features by 17%
Your class buys no vendor reagents, so Reagent Economy would do nothing; these two points shorten the wait between camp features instead.
- 6.1 point · 16/16
Gourmandrank 1 · Resourcefulness
Increases the duration of beneficial effects from eating food by 33%.
The last point. Longer food buffs are the only thing left that does anything between pulls.
What to skip, and why
- Thrill of Adventure: The client says it is ineffective in dungeons, raids and battlegrounds — zero value in an instance.
- Frequent Flier: Worth it if you fly between instances; skip it while the group finder is sending you straight in.
- For Great Honor, Diplomat: PvP and reputation nodes, neither of which speeds up a dungeon run.
Variants
- If you gather while you level, one or two points in Bountiful Harvest (20% more scarce materials per rank, Mining, Herbalism and Skinning) pay for your mounts; take them out of the last picks on this list.
- Questing between runs? Thrill of Adventure works outdoors, so the solo plan on a solo leveling guide is the one to follow for those levels.
- Your class buys no reagents, and Reagent Economy no longer makes camp features free, so it is left out of this plan.
Legacy values are datamined from the beta client and can change. Plan your own spread in the Legacy planner, see where points come from inLegacy Points, or read the Legacy system guide. The order above is our recommendation; the effects are game data.
Contents
The group at a glance
Melee Burst for levels 40–60: a Fury Warrior tank, an Assassination Rogue, a Retribution Paladin, an Enhancement Shaman and a Restoration Shaman.
Melee burst kills one elite at a time instead of cleaving packs, which suits the humanoid and undead dungeons of the 50s. Four players fight in melee behind a shield-wearing Fury Warrior.
| Role | Spec | Job in the pull |
|---|---|---|
| Tank | Fury Warrior | Shield tank, Cleave and Bloodthirst threat |
| DPS | Assassination Rogue | Mutilate burst on skull, main interrupt |
| DPS | Retribution Paladin | Consecration, Seal of Command, blessings, Repentance |
| DPS | Enhancement Shaman | Stormstrike, air and earth totems |
| Healer | Restoration Shaman | Heals the melee, water and fire totems |
Every spec in the table links to its own guide with talents for that slot.
How the melee burst plays
- Marks and totems: casters and healers get skull first; both Shamans drop totems where the Warrior will stop.
- Threat, then burst: nobody hits until Thunder Clap and the first Cleave land, then all melee burst the mark.
- Cooldown turns: Death Wish, Rage of the Farseer and Mana Tide Totem go on hard packs only, never on trash.
Your job as Assassination Rogue
The marked elite belongs to you from the moment the Warrior holds it. Assassination fits this comp because it turns one target into a finisher very fast: Mutilate awards two combo points, Puncturing Wounds raises its crit chance, and Seal Fate adds a combo point on every crit. Murder adds 4% damage against humanoids and giants, so the dwarves of Blackrock Depths and most of Dire Maul fall faster. Stay behind the mark where it cannot parry you, and keep the pack’s casters in view. Improved Kick makes you the group’s primary interrupt, a Kick with a 2 sec silence on top. That job outranks your damage, so hold Energy for Kick instead of dumping it into a finisher the moment you reach five combo points. Your burst reaches the Warrior’s threat faster than anyone else’s, and Evasion is your only real defence.
Pull by pull
- Instant Poison on the main hand and Deadly Poison on the off hand before the run; Mutilate hits harder on poisoned targets.
- Count to Thunder Clap and the first Cleave, then step in behind skull.
- Mutilate to four or five combo points; Seal Fate crits often skip a step.
- Mark that will live: Venom, then Rupture. Mark about to die: Eviscerate.
- Keep 25 Energy for Kick while any caster on the pack is alive.
- A mob turns on you: Feint if threat is only close, Evasion and walk it back to the Warrior if it already hits you.
Resources and cooldowns
Energy is the only bar you manage, and Kick competes for it. Relentless Strikes refunds Energy on finishers, so a five-point Venom or Eviscerate often pays for the next Mutilate. Poisons are the hidden cost of this build: buy enough charges before a long Blackrock Depths run, although Improved Poisons stretches them. Endurance brings Evasion back quickly, so use it on ordinary threat slips and keep Vanish for the pull where the healer is dying.
Mistakes that wipe the group
- Opening before Thunder Clap: Mutilate crits pull the mark off a Warrior who has no Rage yet.
- Rupture on a mob that dies in three seconds: Eviscerate it and save Rupture for elites and bosses.
- Dumping Energy at five combo points while a caster lives: Kick is unaffordable when the cast starts.
- Attacking from the front: parries slow your burst and frontal attacks land on you.
Talent order by level
One point per level from level 10. The talent tree above shows the finished level 60 build; use the level slider to see it at any level.
- Levels 10–14 · Malice 5/5 — Crit fuels this whole build: poisons crit too, and later every Mutilate crit feeds Seal Fate.
- Levels 15–17 · Ruthlessness 3/3 — A finisher can leave a combo point on the next mark, so you arrive at the second skull half-built.
- Levels 18–19 · Murder 2/2 — 4% against humanoids and giants, taken early because the 40–50 dungeons are full of them.
- Level 20 · Relentless Strikes 1/1 — Energy back on finishers, which is what keeps Kick affordable during burst.
- Levels 21–25 · Lethality 5/5 — Harder Mutilate crits, which make up most of your damage on a marked elite.
- Levels 26–30 · Vile Poisons 5/5 — More poison damage, and your poisons resist dispels from caster mobs more often.
- Levels 31–35 · Improved Poisons 5/5 — Poisons land more often and often keep their charges, so a long dungeon costs fewer poison purchases.
- Levels 36–40 · Seal Fate 5/5 — The engine of the build: every crit from a combo point attack adds another point, so finishers arrive much sooner.
- Level 41 · Mutilate 1/1 — Two combo points per press with both weapons, and extra damage against poisoned targets.
- Level 42 · Venom 1/1 — A finisher that boosts poisons: use it first on a mark that will live for a while.
- Levels 43–45 · Improved Eviscerate (Combat) 3/3 — Eviscerate is the finisher for trash that dies before Rupture ticks, so it gets the bonus.
- Levels 46–47 · Lightning Reflexes (Combat) 2/5 — Dodge for the moments your burst drags a mob off the Warrior.
- Levels 48–50 · Precision (Combat) 3/3 — Hit for weapons and poisons; a missed Kick on a caster costs far more than a missed Mutilate.
- Levels 51–53 · Puncturing Wounds (Combat) 3/3 — More Mutilate crits, which Seal Fate turns straight into combo points.
- Levels 54–56 · Deflection (Combat) 3/3 — Parry chance for the second before the Warrior’s Taunt lands.
- Levels 57–58 · Endurance (Combat) 2/2 — Evasion returns fast enough to use on ordinary threat slips.
- Levels 59–60 · Improved Kick (Combat) 2/2 — Last in the order but central to the role: Kick also silences, making you the group’s interrupt.
Dungeons by level
Every WoW Forever dungeon that overlaps levels 40–60. Dungeons marked New were added in WoW Forever; the rest are the original Classic dungeons.
| Levels | Dungeon | Notes |
|---|---|---|
| 34–40 | Scarlet Monastery Library | Classic. |
| 35–40 | The Drowned City (New) | Trolls, naga and pirates off the Stranglethorn coast. |
| 37–43 | Scarlet Monastery Armory | Classic. |
| 38–44 | Razorfen Downs | Classic. |
| 39–45 | Scarlet Monastery Cathedral | Classic. |
| 40–55 | Krol’dok Stronghold (New) | New in Forever. |
| 44–50 | Uldaman | Classic. |
| 45–51 | Zul’Farrak | Classic. |
| 48–53 | Alcaz Prison (New) | New in Forever. |
| 48–54 | Maraudon | Classic. |
| 52–58 | Sunken Temple | Classic. |
| 52–60 | Blackrock Depths | Classic. |
| 55–60 | Dire Maul East | Classic. |
| 55–60 | Blackmaw Hold (New) | New in Forever. |
| 57–60 | Lower Blackrock Spire | Classic. |
| 58–60 | Dire Maul West | Classic. |
| 58–60 | Scholomance | Classic. |
| 58–60 | The Shapers Terrace (New) | New in Forever. |
| 59–60 | Stratholme (Undead) | Classic. |
| 59–60 | Stratholme (Live) | Classic. |
| 59–60 | Dire Maul North | Classic. |
Learn the kill order in Uldaman and Krol’dok Stronghold. Zul’Farrak, Alcaz Prison and Blackrock Depths suit Murder against humanoids; at 55–60, the Paladin’s Exorcism helps against Stratholme’s undead.
Where the group struggles for a Assassination Rogue
- Casters at range: they do not come to your daggers. Kick the first one the Warrior pulls around a corner and ask the Paladin for Repentance on the second.
- Large packs: Mutilate hits one target. Kill skull and move to the next mark; area damage is not your job in this comp.
- Undead routes: Murder only works on humanoids and giants, so Stratholme’s undead lose that bonus. The Paladin’s Exorcism picks up the slack there.
- Threat ceiling: your burst sits close to the Warrior’s threat by design. If mobs keep turning, delay one Mutilate rather than burning Evasion every pull.