Rogue

Rogue is a positional melee damage package centered on Backstab, stealth, poisons, and Striker-compatible combat skills. It contributes high burst but depends on facing, target access, and weapon selection rules.

Overview

Primary Role

Positional melee burst, stealth, and utility skills

Resource Profile

Endurance-driven martial package.

Damage Profile

See Melee, Spells, and the class details below for the delivery families this class supplies.

Multiclass Function

The class contributes its skills, spells, passives, stance access, and invocation access to the active loadout; overlapping mechanics use their own cap and stacking rules.

Primary Attributes

For component definitions, see Stats & Attributes and Attack Resolution.

Stances

Invocations

Class Details

Backstab weapon selection

Developers changed Backstab to use the highest eligible backstab damage among primary, secondary, and the two alternate weapon slots. T1

Hide and Sneak

Stealth tools combine with positional attacks and can interact with Feign Death in multiclass encounter control. T1

Innate Sneakiness

The July 7 explanatory AA exposes a pre-existing Rogue passive bonus. T1

High positional burst

A distinct class contribution that combines with other active-class mechanics according to the applicable stacking and cap rules.

Stealth and encounter setup

A distinct class contribution that combines with other active-class mechanics according to the applicable stacking and cap rules.

Poison and proc utility

A distinct class contribution that combines with other active-class mechanics according to the applicable stacking and cap rules.

Striker and Evasive stance access

A distinct class contribution that combines with other active-class mechanics according to the applicable stacking and cap rules.

Strengths by Level Range

These breakpoints identify spells, abilities, or skills that materially change the class’s damage, control, recovery, or group value. They are highlights rather than a complete spell list.T2

Levels 1–19

  • Stealth, Backstab, dual wield, and Double Attack form the core positional burst package (3: Hide, 10: Backstab, 13: Dual Wield, 16: Double Attack).
  • Backstab is the defining damage breakpoint; reliable rear positioning matters more than nominal weapon ratio when it changes Backstab uptime.

Levels 20–34

  • Control and defensive counters improve sustained melee access (22: Intimidation, 27: Disarm, 30: Riposte).
  • These tools do not replace a tank, but they reduce the cost of remaining in melee range.

Levels 35–50

  • Late Rogue damage mostly scales the established Backstab, dual-wield, and poison systems rather than unlocking a new defining combat skill.
  • Developer changes expanded Backstab slot selection, increasing the number of weapon configurations that can support the class’s main burst mechanic.

Multiclass Synergy Boundaries

What stacks
Distinct skills, spells, passives, pets, utility, and stance/invocation access can combine when their own stacking rules permit.
What does not automatically stack
Duplicate crowd control, avoidance skills, buffs, and cap-based mechanics do not become additive merely because two classes grant them.
Evaluation method
Identify the mechanic supplied by Rogue, link to its canonical rule, then compare marginal value against the other two active classes.

Developer Commentary

Official patch notes and developer demonstrations identify the following implemented changes or design boundaries. Statements about planned work remain provisional until shipped.

Open Verification Questions

Balance-sensitive: exact spell, discipline, AA, stance, and invocation values may change. This page centralizes stable class boundaries and sends numerical effects to their canonical reference pages.