Theory planNot playtested
Combat Rogue solo leveling 10–20
A theory Combat start for solo leveling from 10 to 20. It lowers Sinister Strike’s energy cost, raises Eviscerate damage, adds melee hit, adds parry, then a Sprint that can clear snares. This site has not playtested the order.
RogueCombatDamageSolo leveling10–20Assassination 0Combat 11Subtlety 0Checked 21 Sept
Open in calculator
Loads this point order at the selected level. You can keep editing, saving and sharing there.
Next point at this level. Level 20 has spent every point in this 10–20 plan.
Assassination
0 / 51Combat
11 / 51Subtlety
0 / 51Who this is for
- Rogues who already press Sinister Strike and Eviscerate while questing.
- Players who want a Sprint snare break at 20.
Who should skip it
- Stealth opener / Ambush leveling. Subtlety is empty.
- Anyone who needs Riposte immediately; Deflection is only 2/3 here.
Milestones
- Level 10: First point
Improved Sinister Strike 1/2. Energy cost −3. Sprint rank 1 and Slice and Dice rank 1 are also trained at 10.
- Level 14: Five Combat points spent
Improved Sinister Strike 2/2 (−5 Energy) and Improved Eviscerate 3/3 (+20%). Row 2 is legal; Precision is the spend at 15, not at 14.
- Level 15: Precision starts
The sixth point is Precision 1/3. Hit chance +1% per rank, max 3 on this tree.
- Level 19: Ten Combat points spent
Precision 3/3 and Deflection 2/3. Row 3 is legal for Improved Sprint at 20. Riposte still needs Deflection 3.
- Level 20: Plan complete
Improved Sprint 1/2. 50% chance to clear snares on Sprint. Stealth rank 2 is also trained at 20.
How to play it
- Sinister Strike rank 3 is trained at 14 (45 Energy; spellbook beta). Eviscerate rank 3 is 16 (35 Energy). Build combo points with Sinister Strike (Improved rank 2 is −5 Energy, not −6) and finish with Eviscerate (Improved rank 3 is +20% damage) when you want that talent to matter.
- Slice and Dice rank 1 at 10 (25 Energy) on a longer fight for attack speed. Gouge rank 2 at 18 (45 Energy) to stop a caster. Kick rank 1 at 12 (25 Energy). Sprint rank 1 at 10 if you need to leave; Improved Sprint rank 1 at 20 is a 50% chance to clear snares on that Sprint.
- Stealth rank 2 is 20. Ambush rank 1 at 18 wants a dagger behind the target; this Combat plan does not spend Subtlety on it. Riposte is not in the spellbook; it is a talent that requires Deflection 3. The default order only takes Deflection 2, so Riposte is not trained unless you use the alternative.
Why this order
Eleven points stay in Combat. Assassination and Subtlety remain empty.
Improved Sinister Strike is max rank 2. Improved Eviscerate is max rank 3. Those five row-1 points open Precision and Deflection. Ten earlier Combat points open Improved Sprint.
Precision is max rank 3 in this snapshot, not 5. The sequence does not try to spend five points there.
What the spent talents do
Improved Sinister Strike
Improved Sinister Strike rank 2 reduces Sinister Strike energy cost by 5. Rank 1 is 3; rank 2 is 5, not 6.
Improved Eviscerate
Improved Eviscerate rank 3 increases Eviscerate damage by 20% (7% / 13% / 20%).
Precision
Precision rank 3 improves chance to hit by 3%. Max rank is 3 on this tree.
Deflection
Deflection rank 2 increases Parry chance by 4% (2% per rank).
Improved Sprint
Improved Sprint rank 1: 50% chance to remove all movement impairing effects when you activate Sprint. Rank 2 would be 100%.
Weaknesses and tradeoffs
- Lightning Reflexes (dodge) is skipped on row 1.
- Riposte needs Deflection maxed (rank 3) as a prerequisite. This plan only takes Deflection 2, so Riposte is not trained.
- Ambush and Mutilate talents live in Subtlety and Assassination. They are empty here.
Gear notes
- Compare main-hand damage range as well as DPS: Sinister Strike uses weapon damage, while weapon speed tells you how often auto-attacks occur. Auto-attacks do not generate combo points in this plan. Backstab requires a dagger and a position behind the target, so changing to a dagger also changes which attacks you can use.
Optional point
Riposte at 20
You would rather a parry strike than Improved Sprint’s 50% snare break.
Riposte requires Deflection maxed (rank 3). This order is Improved Sinister Strike 2, Improved Eviscerate 3, Precision 2, Deflection 3, then Riposte. It does not drop Deflection to fund Improved Sprint rank 2: that would leave fewer than ten Combat points before row 3.
Point order
Spend one point at each level from 10 to 20. Names only here; recorded rank text is on the talents you spend.
- Level 10: Improved Sinister Strike 1/2 (Combat)
- Level 11: Improved Sinister Strike 2/2 (Combat)
- Level 12: Improved Eviscerate 1/3 (Combat)
- Level 13: Improved Eviscerate 2/3 (Combat)
- Level 14: Improved Eviscerate 3/3 (Combat)
- Level 15: Precision 1/3 (Combat)
- Level 16: Precision 2/3 (Combat)
- Level 17: Precision 3/3 (Combat)
- Level 18: Deflection 1/3 (Combat)
- Level 19: Deflection 2/3 (Combat)
- Level 20: Improved Sprint 1/2 (Combat)
Not verified in combat
- Whether 5 less energy on Sinister Strike changes 10–20 kill time
- Hit chance needed in Forever 10–20 content
All maintained plans · Rogue calculator · Rogue talent reference
NotesSources and limits
Checked against the 17 September Forever talent export. Energy and percent values are recorded tooltips.
Talent names, ranks, prerequisites and tooltips use this site’s Forever data snapshot. The point orders are original theory plans with no combat testing yet.
- Talent snapshot — layout preview-20260917-aed0e73e
- Rogue spellbook — recorded training levels and spell effects used in the play notes.
- Calculator rules — Each level follows the calculator’s point budget, rank limits and prerequisites: one point at level 10, up to eleven at level 20.
- Data & sources