Rogue + Mage + Priest
Also known as: RMP
Overview
RMP (Rogue/Mage/Priest) is widely considered the pinnacle of arena skill expression in TBC Classic. This composition has the highest skill ceiling in the game and rewards players who invest time mastering its intricacies with dominant ladder performance at all rating brackets. The core philosophy of RMP is simple: lock down two enemies with crowd control while killing the third. In practice, this requires frame-perfect timing, constant communication, and an encyclopedic knowledge of every class's abilities and cooldowns. The margin for error is razor-thin - a single overlapped CC can cost you the game. What makes RMP special is its versatility. Unlike tunnel compositions that live or die by one strategy, RMP can adapt to any situation. Kill target switches mid-fight, double CC into reset, Mana Burn games when burst fails - the toolkit is endless. This flexibility is both its greatest strength and the reason it's so difficult to master.
Playstyle
RMP plays in distinct phases that repeat throughout a match:
**The Setup Phase**: Before every kill attempt, you need three things: Sap on one target, Rogue in position behind kill target, and Mage ready to sheep. This usually happens from stealth or after a reset.
**The Go Phase**: On the call, Rogue opens with Cheap Shot on kill target. Mage immediately Polymorphs the healer (or second DPS). Rogue chains into Kidney Shot while Mage uses shatter combo (Frost Nova > Frostbolt > Ice Lance). The priest either extends CC on the healer or shields/heals the Rogue if needed.
**The Decision Phase**: After your initial CC chain, one of three things happens: (1) Target dies - victory. (2) Target survives, trinket used - evaluate for follow-up or reset. (3) Target survives, trinket held - consider Blind for extended CC or reset.
**The Reset Phase**: If the kill fails, Rogue Vanishes, Mage goes Invis, and both teams reposition. Priest drinks if possible. Then you repeat from Setup Phase.
The key insight is that RMP doesn't need to kill on the first try. Each attempt forces defensive cooldowns. After 2-3 cycles, the enemy is out of answers and dies to a clean go.
Why It Works
RMP's synergy is built on CC chains that span multiple diminishing return categories:
Stun Chain (Rogue): Cheap Shot (4s) > Kidney Shot (6s) = 10 seconds of stuns. This is enough time for a full shatter combo plus auto attacks.
Polymorph (Mage): Separate DR from stuns. Can CC healer for 10s (with potential re-sheep) while Rogue stuns the kill target.
Psychic Scream (Priest): Fear DR, separate from both stuns and Polymorph. Used to extend CC chains or peel.
Blind (Rogue): Incapacitate DR, yet another category. Used for emergency peel or to extend CC after Kidney Shot.
The result: You can chain Cheap Shot > Kidney Shot > Blind > Psychic Scream > Polymorph for nearly 30 seconds of CC on a single target if needed. No other comp comes close to this level of control.
Additionally, the Priest provides something neither Rogue nor Mage have: sustainability. Mana Burn gives a win condition in long games, and healing allows multiple reset attempts.
Win Conditions
- Kill in opener with perfect CC chain
- Force trinkets then kill in follow-up
- Reset and try again with fresh cooldowns
- Mana Burn for longer games
Strengths
- Unmatched CC potential
- High skill ceiling
- Can kill any class quickly
- Multiple reset options
Weaknesses
- Very difficult to master
- Priest is squishy
- Weak to DoT pressure
- Requires perfect coordination
Tips & Tricks
Call CC targets clearly
Dont overlap DR - stagger CC
Priest should drink during resets
Kill target switches require communication
Countered By
- Warlock teams with DoT pressure
- Melee cleaves that train Priest
Role Breakdown
Openers
Kill Setups
Matchup Guide
Communication
Essential Calls
"Sapping [target]" Before opening"Going [target]" Kill target call"Sheeping [target]" Mage CC call"Kidney" Rogue CC timing"Blind" Extended CC or peel"Trinket" Enemy used trinket"Resetting" Calling for Vanish/Invis reset"Peeling" Coming to help teammate"Drinking" Priest is getting manaTarget Calling
Rogue calls kill targets since they initiate. Keep calls short: "Going Mage", "Swapping Priest". Mage echoes to confirm. Never change targets mid-CC chain without explicit call. "Go" means commit fully.
Cooldown Tracking
- Track enemy trinkets - kills depend on this
- Track enemy Vanish/Ice Block for resets
- Call Pain Suppression / big defensive cooldowns
- Track enemy Blind for counter-play
- Monitor enemy healer mana for Mana Burn timing
Rating Progression
Focus Areas
- Learn basic opener: Sap > Cheap Shot > Kidney
- Practice Mage shatter combo timing
- Dont overlap CC - wait for previous to end
- Reset after failed kill attempts
Common Issues
- Breaking Sap early with damage
- Using Cheap Shot and Kidney at same time (DR)
- Priest standing in open and dying
- Not resetting after failed go
Practice Drills
- Practice opener on training dummies
- Time Cheap Shot > Kidney chain (4s gap)
- Practice shatter combo: Nova > Frostbolt > Lance
Common Mistakes
Consequence: Healer breaks free, heals kill target, kill fails
Correction: Never DoT Sap target. Warn Mage about Blizzard/AoE. Only damage kill target.
Consequence: Kidney only lasts 3 seconds instead of 6
Correction: Wait for Cheap Shot to END before using Kidney Shot
Consequence: Polymorph breaks instantly
Correction: Track DR categories. Blind is Incap, Poly is Poly - different DRs.
Consequence: Gets swapped to and dies
Correction: Always pillar. Always. Position for Psychic Scream angle but behind pillar.
Consequence: Get counter-engaged with cooldowns down
Correction: Vanish + Invis immediately after failed go. Drink. Reset. Try again.
Consequence: Enemy trinkets Kidney, survives, you wasted cooldowns
Correction: Track trinkets. First go is often to bait trinket. Second go is kill.
Consequence: Healer casts through your CC gaps
Correction: Counterspell key heals. 10s lockout is huge. Watch for fakecast.
Consequence: Go OOM in long games, cant sustain
Correction: Every reset = priest drinks. Even 1-2 ticks helps. Make it automatic.
Consequence: Get cleaved down while trying to burst
Correction: Against melee cleaves, survive first, then CC and control. Dont tunnel.
Consequence: Vanish breaks immediately, no reset
Correction: Wait for DoTs to drop. Create distance first. Then Vanish safely.