As a result of what has been discussed in this thread, I am continuously updating the post to incorporate feedback.
Intro
Rogues are currently one of the least played classes in World of Warcraft. I believe this is due to a combination of mechanical stagnation, overlap between specs, and limited role flexibility. The intent of these changes is to diversify Rogue gameplay, increase spec differentiation, and provide additional role options—without removing the core stealth fantasy.
Rogues have always struggled with spec identity. In the original talent trees, other classes had clear archetypes (Fire vs. Frost Mage, Arms vs. Fury Warrior), while Rogues mostly had different percentages of the same mechanics — more poison, more energy efficiency, more backstab bonuses. When Cataclysm forced single spec selection, that lack of distinction left Rogues with blurred, overlapping roles instead of unique playstyles.
Now we have Outlaw (formerly Combat) emerging as two distinct specs in one. This needs to be broken up in the same way Feral was broken up into Feral and Guardian.
The following redesign is a hypothesis aimed at increasing spec diversity, role variety, modern naming conventions (abstract nouns), and thematic clarity:
New Class Specializations (4)
Venom (replaces Assassination) – The Poison Master 

Reference: This spec change is probably the most challenging. Assassins in D&D 5e use poisons, surprise attacks, and disguise. No mention of bleeds. Distilling this down to “Venom” is a way of narrowing the spec to focus on what’s already available within the Assassin’s toolkit. Venom also steers away from just becoming an alchemist. If this spec were a true assassin based on D&D rules, there would be no bleeds and aspects of the class focused on disguise. So basically - Venom is a subtype of Assassin, which is a subtype of Rogue.
Role: Mobile, Sustained DPS
A dagger-wielding spec where all damage is poison-based. Toxic strikes, venom bombs, and clouds of poison mist define its identity, cementing its role as the master of toxins. Bleeds are shifted to Shadow spec to sharpen its poison fantasy and to eliminate the redundancy of having two similar DoT mechanisms. This spec could feature some of the game’s most striking visuals. Basis of poison damage could be either snakes, spiders, scorpions, bees/wasps, jellyfish, whatever.
- Premier Ability:
Elixer of Serpents
Instant – 2 min cooldown
You drink a volatile poison, transforming your blood into venom for 15 sec. While empowered, you are immune to roots and snares, movement speed is increased by 30%, and your damaging abilities apply Venomfang. Venomfang stacks up to 10 times, dealing nature damage over 8 sec and increasing poison damage taken by 2% per stack.
This effect can be used alongside Sprint, but movement speed cannot exceed +100% movement speed.
- Passive: Your damaging abilities have a chance to activate Serpent’s Reflex, making you immune to roots and snares, and increasing movement speed by 30% for 5 seconds.
Shadow (replaces Subtlety) – The Blade of Darkness

Reference: Shadowdancer D&D 3.5e, or mix of Phantom and Arcane Trickster based on D&D 5e rules. Basically, Phantom Trickster.
Role: Anti-Magic, Burst DPS
A high-impact melee spec that wields sharp two-handed weapons such as 2H axes, 2H swords, or polearms. It blends slower, brutal strikes with stealth and shuriken-style techniques. Bleeds migrate here to complement its burst damage, creating a hybrid between ninja assassin and stealth-oriented arms warrior. Shadow damage could also fill in the need for some sustained DoT damage instead of bleeds.
- Premier Ability:
Shadow Clone
Instant – 2 min cooldown
Summon a shadowy duplicate of yourself for 15 seconds. The clone mimics your abilities at reduced effectiveness, striking your target from the shadows for 50% of your damage. While active, the clone also applies Cloak of Shadows, granting you immunity to spells.
If the clone is destroyed early, it explodes in a burst of dark energy, dealing Shadow damage and silencing all nearby enemies for 5 sec.
- Passive: When you take spell damage, you have a chance to trigger Shadow Veil, granting immunity to spells for 5 sec. This effect can only occur once every 45 sec.
Guile (replaces Outlaw) – The Agile Swashbuckler

Reference: Artful Dodger from D&D 4e rule set - Nimble, evasive melee
Artful Dodger reference in game https://www.wowhead.com/outfit=65945/artful-dodger
Role: Dodge/Parry, Tank
A sword-focused spec re-imagined as a nimble, evasive tank. This style relies on mobility, parries, and clever counters rather than brute force. It distills down to core combat tricks and resourceful improvisation, creating a unique niche: the rogue who tanks not with armor, but with guile and agility. Gun-play abilities previously associated with Outlaw are moved to their own, ranged focused spec (Precision).
Additional reason for changing Outlaw: The current Outlaw specialization, while not only being the most disjointed relative to the other specializations, overlaps heavily with the fantasy and mechanics of Survival Hunters. Both are mid-range melee/ranged hybrids with a gadget-oriented identity. There is very little space preventing Outlaw from stepping on the thematic space of Survival Hunters.
- Premier Ability:
Feint
Instant - 20 Energy - 15 sec cooldown
You perform a deceptive maneuver, creating a false opening that draws enemy attention, increasing threat generated against all enemies within 8 yards. For 4 sec, dodge chance increased by 40%. While Feint is active, allies within 15 yards transfer a portion of their threat generated to you.
- Passive: Your dodge chance now also applies fully to ranged and spell attacks.
Precision (New 4th Spec taken from Outlaw) – The Duelist Marksman

Reference: Gunslinger (Duelist & Marksman) from D&D 5e (Matt Mercer) - Trick shots, precise, high risk, high reward, close range.
Role: Fast-Paced, Ranged DPS
A ranged DPS spec that wields guns, crossbows, and bows, embodying the rogue as a daring duelist who wins with reflexes, precision, and dirty tricks. They use rapid bursts of fire, ricochet shots, and gadget-assisted reloads to apply relentless pressure. Outlaw’s ranged abilities would be moved to this spec and expanded upon. Adrenalin Rush would also move here to support a more chaotic aesthetic. Unlike hunters, they do not command beasts or draw on nature—only their speed, cunning, and ruthless accuracy. This spec channels the swashbuckler-with-firearms fantasy while expanding the rogue into a distinct ranged role, supported by snares, disarms, and unpredictable gunplay.
Distinct from Marksmanship Hunter: The Deadeye specializes in improvisational and chaotic tactics such as Killing Spree while Marksmanship Hunters are slower paced and methodical, relying on focused and aimed shots. Instead of carefully lining up the perfect shot, Deadeye Rogues thrive on sudden momentum shifts.
- Premier Ability:
Killing Spree
Instant - 2 min cooldown
The Deadeye enters a state of relentless assault, rapidly firing a flurry of shots at up to 5 nearby enemies over 3 sec. You are untargetable during this effect. Each shot has a chance to ricochet, hitting an additional nearby enemy.
- Passive: While on cooldown, critical hits both dealt and received reduce its remaining cooldown.
Vivisection (Potential 5th Spec) – The Sawbone Healer 

Reference: Does not fall under Rogue class tree in D&D 5e but archetype exists under Pathfinder - Vivisectionist Alchemist. Might be a stretch but sneak is a core feature of this class.
Role: Non-Magic (Physical), Healer
A rogue healer spec inspired by Doctor Theolen Krastinov (The Butcher) of Scholomance. Sawbones rely on crude surgery, bloodletting, and alchemical tonics to keep allies alive. Instead of channeling holy or nature magic, they mend wounds with grit, speed, and ingenuity. Core fantasy is a gruesome combat medic — stitching flesh mid-fight, transfusing toxins into cures, and pushing allies back into the fray with injections and adrenaline bursts. Their toolkit would include direct triage heals, risky self-sacrificing abilities (like bloodletting), and antidote-style AoE cleanses. Primary benefit of this type of physical based healing is a lack of dispel exposure.
Distinct from other healers: Sawbones don’t pray or commune; they cut, stitch, and improvise. Their identity lies in “doing whatever it takes to keep the crew alive,” fitting the rogue archetype while giving the class its first support-healer role.
- Premier Ability:
Crimson Remedy
Instant - 1.5 min cooldown
You produce a vial of alchemical blood tonic and hurl it to an ally, coating them in crimson medicine that rapidly staunches wounds. Heals the target for a moderate amount instantly, then an additional amount every 2 seconds for 8 seconds. If the target is affected by a poison, bleed, or disease, Crimson Remedy cleanses one such effect and the healing is increased by 25%.
- Passive: Whenever you use a finishing move, you have a 20% chance to create a Blood Vial, a consumable orb on the ground that allies can pick up to restore health.
Conclusion
The current Rogue specializations feel grammatically and thematically inconsistent:
- Assassination → a noun describing an act (killing by stealth or poison)
- Subtlety → an abstract noun (a quality or concept, not an action or role)
- Outlaw (formerly Combat) → a concrete noun describing a type of person or archetype
Instead of forming a cohesive set of categories, the names each point in different directions: one is an act, one is a trait, and one is an archetype. This lack of alignment makes the Rogue class feel disjointed compared to other classes whose specs share consistent thematic or conceptual grounding. By contrast, a revised abstract naming scheme provides clarity, coherence, and stronger design anchors similar to what we see in more recent class additions (Death Knight, Monk, Demon Hunter, Evoker):
- Venom → direct, visceral, assassination fantasy
- Shadow → stealth, burst, darkness fantasy
- Guile → finesse, trickster melee combatant
- Precision → unerring accuracy, the deadeye archetype
- Vivisection → crude, scientific, gruesome medicine
Together, these names form a unified set of abstract thematic identities. They are easier to design around, align grammatically, and support a wider range of play-styles without breaking the core Rogue fantasy.