Rogue Talent builds
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Rogues are energy-based melee assassins built around combo points, finishers and stealth openers. Forever gives them Shank (an off-hand strike from the trainer at 24), Mutilate (the Assassination capstone at level 40) and Venom (an Assassination talent that makes Shank boost your poisons), the Combat talents Coup de Grace for harder Eviscerates, Puncturing Wounds for Backstab crits and Flawless Execution, which makes Eviscerate cheaper, and Death Mark, Subtlety's capstone finisher.
Assassination: Malice and Lethality leveling (level 20)
A questing build that stays in Assassination: Malice for crit on everything, Remorseless Attacks for a crit on the first builder after each kill, Ruthlessness so finishers often leave a point behind, and a first point of Lethality for harder builder crits. Relentless Strikes moved to tier 5 in the 4 November build, so Lethality takes its point.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), and the full 5 points are what open Lethality in tier 3.
- Remorseless Attacks 2/2: At 2/2 your next Sinister Strike, Backstab, Ambush, Mutilate or Ghostly Strike within 20 sec of killing a non-trivial enemy gets 40% more critical strike chance (20% at 1/2), so the first builder on the next mob often crits while you chain pulls.
- Ruthlessness 3/3: At 3/3 your finishing moves have a 60% chance to add a Combo Point to your target (20% per rank), so a Slice and Dice, or an Eviscerate that doesn't kill, often leaves a point toward the next finisher.
- Lethality 1/2: Requires Malice at 5/5. At 1/2 the critical strike damage bonus of Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike and Hemorrhage rises by 10%; the second point, from level 21, doubles it to 20%. It's the only tier 3 talent that helps every pull, and the 10 points above it open the tier.
Open with Ambush if you carry a main-hand dagger, or Garrote otherwise, then build with Backstab from behind or Sinister Strike from the front. Spend the first point or two on Slice and Dice on longer fights and finish with a 5-point Eviscerate. Chain your pulls, since Remorseless Attacks only waits 20 sec after a kill. The Poisons class quest opens at 20 and Instant Poison comes with the skill; put it on your weapons once you have it, because Malice raises poison crits too. The level 30 leveling build adds Vigor, the second Lethality point, Cold Blood, Improved Poisons and Venom.
Assassination: Slice and Dice and Lethality for groups (level 20)
For dungeons at 20: Malice for crit, Ruthlessness and Improved Slice and Dice so the attack speed buff stays up with fewer finishers spent on it, and a first point of Lethality. Relentless Strikes is now a tier 5 talent (4 November build), so Lethality takes its point.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), and the full 5 points are what open Lethality in tier 3.
- Ruthlessness 3/3: At 3/3 your finishing moves have a 60% chance to add a Combo Point to your target (20% per rank), so a finisher often leaves a point toward the next one on the same target.
- Improved Slice and Dice 2/3: At 2/3 Slice and Dice lasts 30% longer (15% per rank), so on a long pull you refresh it less often and spend more points on Eviscerate.
- Lethality 1/2: Requires Malice at 5/5. At 1/2 the critical strike damage bonus of Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike and Hemorrhage rises by 10%; the second point, from level 21, doubles it to 20%, and the point completes the build at 11.
Stay behind the tank's target. Put Slice and Dice up with the first 1 or 2 points, build with Backstab (main-hand dagger) or Sinister Strike, and finish with Eviscerate at 5 points. Ruthlessness often hands a point back after each finisher, so refreshing Slice and Dice costs less. Feint when you get close to the tank's threat. The level 30 group build fills Improved Slice and Dice and Lethality and takes Vigor, Cold Blood, Improved Poisons and Venom.
Assassination: Eviscerate burst with a longer Gouge (level 20)
A PvP build for 20: three points in Improved Gouge lengthen your only mid-fight incapacitate, Malice adds crit to Ambush, Backstab and Eviscerate, and Coup de Grace (called Improved Eviscerate before the 4 November build), in Combat's first tier, makes a 5-point Eviscerate hit 20% harder.
- Improved Gouge 3/3: At 3/3 Gouge lasts 1.5 sec longer (0.5 sec per rank), which gives you time to let Energy refill or to stop a second cast when Kick is on cooldown.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), which adds to every Ambush, Backstab and Eviscerate.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), the biggest boost to the hit that ends a PvP fight, and 3 points in Combat cost nothing you need from Assassination at 20.
Open with Ambush from behind (main-hand dagger) or Garrote, Backstab while the target turns, then Sinister Strike once it faces you. Gouge to stop a cast when Kick is on cooldown, or to let Energy refill before the Eviscerate. You have no stuns or Vanish yet, so only start fights you can end with an opener, a few builders and one or two Eviscerates. At 30 the build moves the Combat points back into Assassination for Cold Blood, Vile Poisons and Improved Kidney Shot.
Assassination: Venom and Cold Blood leveling (level 30)
The 4 November build moved Mutilate to tier 7, so it needs level 40 now. At 30 this leveling build takes Venom instead: the tier 5 talent that turns each Shank into a poison boost, and the one Mutilate later requires. On the way it picks up Vigor, Lethality, Cold Blood and Improved Poisons.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), and the full 5 points are what open Lethality in tier 3.
- Remorseless Attacks 2/2: At 2/2 your next Sinister Strike, Backstab, Ambush, Mutilate or Ghostly Strike within 20 sec of killing a non-trivial enemy gets 40% more critical strike chance (20% at 1/2), so the first builder on the next mob often crits while you chain pulls.
- Ruthlessness 3/3: At 3/3 your finishing moves have a 60% chance to add a Combo Point to your target (20% per rank), so a finisher often leaves a point toward the next one on the same target.
- Improved Slice and Dice 1/3: At 1/3 Slice and Dice lasts 15% longer, and the single point brings the first two tiers to the 11 this build needs.
- Vigor 2/2: At 2/2 your maximum Energy rises by 10 (5 at 1/2), which also leaves room to press Shank without wasting Energy at the cap.
- Lethality 2/2: Requires Malice at 5/5. At 2/2 the critical strike damage bonus of Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike and Hemorrhage rises by 20% (10% at 1/2), so a Sinister Strike or Backstab crit hits harder.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit when you need one. Save it for a 5-point Eviscerate on a tough target.
- Improved Poisons 4/5: At 4/5 your poisons have 8% more chance to apply, and each application has a 40% chance not to use up a charge (2% and 10% per rank), and with Venom's boost after each Shank your poisons apply more often still.
- Venom 1/1: After each Shank, your poisons deal 30% more damage and your chance to apply them rises by 20% for 6 sec. Shank comes from the trainer at 24 and strikes with your off-hand weapon, so this point pays off when you dual-wield with poisons on. Mutilate in tier 7 requires it, so the point is already in place at 40.
Keep poisons on both weapons: Instant Poison comes with the Poisons skill from the level 20 class quest, and trainers teach Deadly Poison at 30. Open with Cheap Shot (from 26) on dangerous mobs, or Garrote, and build with Sinister Strike or Backstab. Press Shank (from the trainer at 24, off-hand weapon needed) whenever it's ready: it costs 5 Energy, gives 15 back and, with Venom, makes your poisons stronger for a few seconds. Finish with a 5-point Eviscerate and save Cold Blood for a tough mob. Kidney Shot, at 30, stuns casters and runners.
Assassination: Venom and poisons for groups (level 30)
Mutilate sits in tier 7 at level 40 since the 4 November build, so the level 30 group build takes Venom in tier 5 instead and plays as a poison and Eviscerate spec until then. Improved Slice and Dice is full, and Vigor, Lethality, Cold Blood and Improved Poisons fill the tiers on the way down.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), and the full 5 points are what open Lethality in tier 3.
- Ruthlessness 3/3: At 3/3 your finishing moves have a 60% chance to add a Combo Point to your target (20% per rank), so a finisher often leaves a point toward the next one on the same target.
- Improved Slice and Dice 3/3: At 3/3 Slice and Dice lasts 45% longer (15% per rank), so on a boss more of your finishers go into Eviscerate.
- Vigor 2/2: At 2/2 your maximum Energy rises by 10 (5 at 1/2), so you can pool Energy for the next finisher without capping.
- Lethality 2/2: Requires Malice at 5/5. At 2/2 the critical strike damage bonus of Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike and Hemorrhage rises by 20% (10% at 1/2), which suits a group build that spends most of the fight on builders.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit when you need one. On a boss, use it on a 5-point Eviscerate.
- Improved Poisons 4/5: At 4/5 your poisons have 8% more chance to apply, and each application has a 40% chance not to use up a charge (2% and 10% per rank), so your poisons land more often and last longer on the weapon.
- Venom 1/1: After each Shank, your poisons deal 30% more damage and your chance to apply them rises by 20% for 6 sec. Shank comes from the trainer at 24 and strikes with your off-hand weapon, so this point pays off when you dual-wield with poisons on. Mutilate in tier 7 requires it.
Keep poisons on both weapons and Slice and Dice up. Build with Backstab from behind (main-hand dagger) or Sinister Strike, press Shank whenever it's ready so Venom keeps boosting your poisons, and finish with 5-point Eviscerates. On a boss, save Cold Blood for an Eviscerate at 5 points. Expose Armor is worth it only on long boss fights with no Warrior keeping Sunder Armor up.
Assassination: Cold Blood and Kidney Shot burst (level 30)
Mutilate moved to level 40 in the 4 November build, so the level 30 PvP burst is now Cheap Shot, Sinister Strike or Backstab, Kidney Shot and a Cold Blood Eviscerate. Improved Gouge, Malice, Ruthlessness, Vigor and Lethality stay, Vile Poisons keeps your poisons on through dispels, and a first point of Improved Kidney Shot adds damage during the stun.
- Improved Gouge 3/3: At 3/3 Gouge lasts 1.5 sec longer (0.5 sec per rank), which bridges the gap while Kidney Shot is on cooldown.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), and the full 5 points are what open Lethality in tier 3.
- Ruthlessness 3/3: At 3/3 your finishing moves have a 60% chance to add a Combo Point to your target (20% per rank), so a Kidney Shot often leaves a point toward the Eviscerate that follows.
- Vigor 2/2: At 2/2 your maximum Energy rises by 10 (5 at 1/2), so you start a fight with more Energy for the opener and the first builders.
- Lethality 2/2: Requires Malice at 5/5. At 2/2 the critical strike damage bonus of Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike and Hemorrhage rises by 20% (10% at 1/2), so a builder crit during Kidney Shot takes a big bite.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit when you need one. Press it during Kidney Shot, right before a 5-point Eviscerate.
- Vile Poisons 4/5: At 4/5 your poisons deal 16% more damage and get an additional 32% chance to resist dispel effects (4% and 8% per rank), so dispels clear Crippling Poison less often.
- Improved Kidney Shot 1/2: At 1/2 enemies stunned by your Kidney Shot take 5% more damage from your poisons and attacks; Kidney Shot itself comes from the trainer at 30, so the burst you land inside the stun hits harder.
Open with Cheap Shot, build to 4 or 5 points and Kidney Shot; inside the stun, press Cold Blood and Eviscerate. Ruthlessness often leaves a point after Kidney Shot toward that Eviscerate. Gouge bridges the gap while Kidney Shot is on cooldown, Kick stops heals, and Vanish (from 22) gets you out or back into Stealth for a second Cheap Shot. Keep Crippling Poison on a weapon against runners.
Assassination: Seal Fate and Mutilate leveling (level 40)
At 40 the leveling build reaches Mutilate, now Assassination's tier 7 talent, through Venom. It fills Improved Poisons, takes all five points of Relentless Strikes, new to tier 5 in the 4 November build, and all of Seal Fate, which now has 3 ranks. Mutilate crits add a combo point through Seal Fate, and every 5-point finisher gives 25 Energy back.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), and the full 5 points are what open Lethality in tier 3.
- Remorseless Attacks 2/2: At 2/2 your next Sinister Strike, Backstab, Ambush, Mutilate or Ghostly Strike within 20 sec of killing a non-trivial enemy gets 40% more critical strike chance (20% at 1/2), so the first builder on the next mob often crits while you chain pulls.
- Ruthlessness 3/3: At 3/3 your finishing moves have a 60% chance to add a Combo Point to your target (20% per rank), so a finisher often leaves a point toward the next one on the same target.
- Improved Slice and Dice 1/3: At 1/3 Slice and Dice lasts 15% longer, and the single point is what brings the tree to 30 before Mutilate.
- Vigor 2/2: At 2/2 your maximum Energy rises by 10 (5 at 1/2), so you can pool for a Mutilate and a finisher back to back.
- Lethality 2/2: Requires Malice at 5/5. At 2/2 the critical strike damage bonus of Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike and Hemorrhage rises by 20% (10% at 1/2), and Mutilate is on the list, so its crits hit harder.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit when you need one. Save it for a 5-point Eviscerate on a tough target.
- Improved Poisons 5/5: At 5/5 your poisons have 10% more chance to apply, and each application has a 50% chance not to use up a charge (2% and 10% per rank), so your poisons land more often, and Mutilate deals 20% more to a poisoned target.
- Relentless Strikes 5/5: At 5/5 each finishing move has a 20% chance per Combo Point to restore 25 Energy, so every 5-point finisher gives 25 Energy back. With Seal Fate you reach 5 points often, so this pays for much of your Eviscerate spending.
- Venom 1/1: After each Shank, your poisons deal 30% more damage and your chance to apply them rises by 20% for 6 sec. Shank comes from the trainer at 24 and strikes with your off-hand weapon, so this point pays off when you dual-wield with poisons on. Mutilate in tier 7 requires it.
- Seal Fate 3/3: At 3/3 your critical strikes from abilities that add Combo Points have a 100% chance to add an extra Combo Point (33% and 66% at ranks 1 and 2), so a Mutilate crit takes you from 0 to 3 points.
- Mutilate 1/1: Requires Venom. Mutilate attacks with both weapons for 90% weapon damage plus 40 with each weapon at rank 1, deals 20% more damage against poisoned targets and awards 2 Combo Points; the client's spell data requires a dagger in each hand. Assassination's tier 7 talent opens at 40, and trainers sell rank 2 at 50 and rank 3 at 60. Two Mutilates reach 4 points, or 5 if either crits.
Mutilate needs a dagger in each hand. Keep poisons on both: Mutilate deals 20% more to a poisoned target and Venom raises poison damage after every Shank. Open with Cheap Shot or Garrote, build with Mutilate (2 combo points a press, 3 when it crits), press Shank on cooldown, and finish with a 5-point Eviscerate, which Relentless Strikes always pays back. Keep Slice and Dice up on longer fights and save Cold Blood for a tough mob. Blind, from 34, takes a second mob out of the fight.
Assassination: Seal Fate and Mutilate for groups (level 40)
The level 40 group build reaches Mutilate, which the 4 November build moved to tier 7 behind Venom. On the way it fills Improved Poisons and takes all of Relentless Strikes, new to tier 5, and all three ranks of Seal Fate, so Mutilate crits add combo points and 5-point finishers give Energy back every time.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), and the full 5 points are what open Lethality in tier 3.
- Ruthlessness 3/3: At 3/3 your finishing moves have a 60% chance to add a Combo Point to your target (20% per rank), so a finisher often leaves a point toward the next one on the same target.
- Improved Slice and Dice 3/3: At 3/3 Slice and Dice lasts 45% longer (15% per rank), so on a boss more of your finishers go into Eviscerate.
- Vigor 2/2: At 2/2 your maximum Energy rises by 10 (5 at 1/2), so you can pool for a Mutilate and a finisher back to back.
- Lethality 2/2: Requires Malice at 5/5. At 2/2 the critical strike damage bonus of Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike and Hemorrhage rises by 20% (10% at 1/2), and Mutilate is on the list, so its crits hit harder.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit when you need one. Save it for a 5-point Eviscerate on a tough target.
- Improved Poisons 5/5: At 5/5 your poisons have 10% more chance to apply, and each application has a 50% chance not to use up a charge (2% and 10% per rank), so your poisons land more often, and Mutilate deals 20% more to a poisoned target.
- Relentless Strikes 5/5: At 5/5 each finishing move has a 20% chance per Combo Point to restore 25 Energy, so every 5-point finisher gives 25 Energy back. On a boss you spend 5 points on almost every finisher, so this keeps paying.
- Venom 1/1: After each Shank, your poisons deal 30% more damage and your chance to apply them rises by 20% for 6 sec. Shank comes from the trainer at 24 and strikes with your off-hand weapon, so this point pays off when you dual-wield with poisons on. Mutilate in tier 7 requires it.
- Seal Fate 3/3: At 3/3 your critical strikes from abilities that add Combo Points have a 100% chance to add an extra Combo Point (33% and 66% at ranks 1 and 2), so a Mutilate crit takes you from 0 to 3 points.
- Mutilate 1/1: Requires Venom. Mutilate attacks with both weapons for 90% weapon damage plus 40 with each weapon at rank 1, deals 20% more damage against poisoned targets and awards 2 Combo Points; the client's spell data requires a dagger in each hand. Assassination's tier 7 talent opens at 40, and trainers sell rank 2 at 50 and rank 3 at 60. It's the main builder from here on.
Mutilate needs a dagger in each hand and works from any side, but stay behind the tank's target anyway. Keep Slice and Dice up, build with Mutilate, press Shank on cooldown for Energy and Venom's poison boost, and spend 5 points on Eviscerate. Cold Blood goes on an Eviscerate on a boss. Feint after a run of crits. Expose Armor only on long boss fights with no Warrior's Sunder Armor.
Assassination: Seal Fate and Improved Kidney Shot burst (level 40)
The level 40 PvP build fills Vile Poisons and Improved Kidney Shot, takes Seal Fate and reaches Mutilate. Since the 4 November build Mutilate needs Venom, so the build takes it, plus three points of Relentless Strikes to open Seal Fate's tier. Cheap Shot and one Mutilate crit can now be enough for a 5-point Kidney Shot.
- Improved Gouge 3/3: At 3/3 Gouge lasts 1.5 sec longer (0.5 sec per rank), which bridges the gap while Kidney Shot is on cooldown.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), and the full 5 points are what open Lethality in tier 3.
- Ruthlessness 3/3: At 3/3 your finishing moves have a 60% chance to add a Combo Point to your target (20% per rank), so a Kidney Shot often leaves a point toward the Eviscerate that follows.
- Vigor 2/2: At 2/2 your maximum Energy rises by 10 (5 at 1/2), so you start a fight with more Energy for the opener and the first builders.
- Lethality 2/2: Requires Malice at 5/5. At 2/2 the critical strike damage bonus of Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike and Hemorrhage rises by 20% (10% at 1/2), and Mutilate is on the list, so its crits hit harder.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit when you need one. Press it inside Kidney Shot, right before a 5-point Eviscerate.
- Vile Poisons 5/5: At 5/5 your poisons deal 20% more damage and get an additional 40% chance to resist dispel effects (4% and 8% per rank), so Crippling Poison survives more dispels.
- Relentless Strikes 3/5: At 3/5 each finishing move has a 12% chance per Combo Point to restore 25 Energy, so a 5-point finisher gives Energy back three times in five. The three points are what bring the tree to 30 before Mutilate, and they refund Energy for the Kick after a Kidney Shot.
- Venom 1/1: After each Shank, your poisons deal 30% more damage and your chance to apply them rises by 20% for 6 sec. Shank comes from the trainer at 24 and strikes with your off-hand weapon, so this point pays off when you dual-wield with poisons on. Mutilate requires it, and Shank between Mutilates keeps the boost on.
- Improved Kidney Shot 2/2: At 2/2 enemies stunned by your Kidney Shot take 10% more damage from your poisons and attacks (5% at 1/2), so the burst you land inside the stun hits harder.
- Seal Fate 3/3: At 3/3 your critical strikes from abilities that add Combo Points have a 100% chance to add an extra Combo Point (33% and 66% at ranks 1 and 2), so Cheap Shot and one Mutilate crit make 5 points for Kidney Shot.
- Mutilate 1/1: Requires Venom. Mutilate attacks with both weapons for 90% weapon damage plus 40 with each weapon at rank 1, deals 20% more damage against poisoned targets and awards 2 Combo Points; the client's spell data requires a dagger in each hand. Assassination's tier 7 talent opens at 40, and trainers sell rank 2 at 50 and rank 3 at 60. After Cheap Shot, one Mutilate usually brings you to Kidney Shot.
Open with Cheap Shot, Mutilate to 4 or 5 points and Kidney Shot; inside the stun the target takes 10% more damage from Improved Kidney Shot, so Mutilate again, then Cold Blood and Eviscerate. Shank between Mutilates keeps Energy and Venom's poison boost coming. Gouge and Blind (from 34) bridge the gaps between stuns, and Vanish resets a fight that goes wrong. Keep Crippling Poison on one weapon against runners.
Assassination: Mutilate with Vile Poisons and Coup de Grace (level 50)
At 50 the leveling build fills Vile Poisons, so poisons hit harder on top of Venom, then goes into Combat for Coup de Grace, 20% more Eviscerate damage at 3/3, and two points of Lightning Reflexes for dodge and to open Combat's second tier later.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), and the full 5 points are what open Lethality in tier 3.
- Remorseless Attacks 2/2: At 2/2 your next Sinister Strike, Backstab, Ambush, Mutilate or Ghostly Strike within 20 sec of killing a non-trivial enemy gets 40% more critical strike chance (20% at 1/2), so the first builder on the next mob often crits while you chain pulls.
- Ruthlessness 3/3: At 3/3 your finishing moves have a 60% chance to add a Combo Point to your target (20% per rank), so a finisher often leaves a point toward the next one on the same target.
- Improved Slice and Dice 1/3: At 1/3 Slice and Dice lasts 15% longer, and the single point helps bring the tree to 30 before Mutilate.
- Vigor 2/2: At 2/2 your maximum Energy rises by 10 (5 at 1/2), so you can pool for a Mutilate and a finisher back to back.
- Lethality 2/2: Requires Malice at 5/5. At 2/2 the critical strike damage bonus of Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike and Hemorrhage rises by 20% (10% at 1/2), and Mutilate is on the list.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit when you need one. Save it for a 5-point Eviscerate on a tough target.
- Improved Poisons 5/5: At 5/5 your poisons have 10% more chance to apply, and each application has a 50% chance not to use up a charge (2% and 10% per rank), so your poisons land more often, and Mutilate deals 20% more to a poisoned target.
- Relentless Strikes 5/5: At 5/5 each finishing move has a 20% chance per Combo Point to restore 25 Energy, so every 5-point finisher gives 25 Energy back. With Seal Fate you reach 5 points often, so this pays for much of your Eviscerate spending.
- Venom 1/1: After each Shank, your poisons deal 30% more damage and your chance to apply them rises by 20% for 6 sec. Shank comes from the trainer at 24 and strikes with your off-hand weapon, so this point pays off when you dual-wield with poisons on. Mutilate in tier 7 requires it.
- Seal Fate 3/3: At 3/3 your critical strikes from abilities that add Combo Points have a 100% chance to add an extra Combo Point (33% and 66% at ranks 1 and 2), so a Mutilate crit takes you from 0 to 3 points.
- Mutilate 1/1: Requires Venom. Mutilate attacks with both weapons for 90% weapon damage plus 40 with each weapon at rank 1, deals 20% more damage against poisoned targets and awards 2 Combo Points; the client's spell data requires a dagger in each hand. Assassination's tier 7 talent opens at 40, and trainers sell rank 2 at 50 and rank 3 at 60.
- Vile Poisons 5/5: At 5/5 your poisons deal 20% more damage and get an additional 40% chance to resist dispel effects (4% and 8% per rank), on top of what Venom adds after each Shank.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and every leveling fight ends with one.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), and the two points open Combat's second tier for the level 60 build.
The rotation doesn't change from 40: Mutilate to build, Shank on cooldown, Slice and Dice on longer fights and a 5-point Eviscerate, which now hits harder with Coup de Grace. Mutilate and Kidney Shot both get rank 2 from the trainer at 50, and Slice and Dice and Vanish get rank 2 at 42. Keep poisons on both weapons: Vile Poisons and Venom only add to poison damage.
Assassination: Mutilate and Puncturing Wounds for groups (level 50)
At 50 the group build goes into Combat for Coup de Grace, two points of Lightning Reflexes and Puncturing Wounds, which gives Mutilate 15% more critical strike chance and so more Seal Fate points, and puts its last two points in Vile Poisons.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), and the full 5 points are what open Lethality in tier 3.
- Ruthlessness 3/3: At 3/3 your finishing moves have a 60% chance to add a Combo Point to your target (20% per rank), so a finisher often leaves a point toward the next one on the same target.
- Improved Slice and Dice 3/3: At 3/3 Slice and Dice lasts 45% longer (15% per rank), so on a boss more of your finishers go into Eviscerate.
- Vigor 2/2: At 2/2 your maximum Energy rises by 10 (5 at 1/2), so you can pool for a Mutilate and a finisher back to back.
- Lethality 2/2: Requires Malice at 5/5. At 2/2 the critical strike damage bonus of Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike and Hemorrhage rises by 20% (10% at 1/2), and Mutilate is on the list, so its crits hit harder.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit when you need one. Save it for a 5-point Eviscerate on a tough target.
- Improved Poisons 5/5: At 5/5 your poisons have 10% more chance to apply, and each application has a 50% chance not to use up a charge (2% and 10% per rank), so your poisons land more often, and Mutilate deals 20% more to a poisoned target.
- Relentless Strikes 5/5: At 5/5 each finishing move has a 20% chance per Combo Point to restore 25 Energy, so every 5-point finisher gives 25 Energy back. On a boss you spend 5 points on almost every finisher, so this keeps paying.
- Venom 1/1: After each Shank, your poisons deal 30% more damage and your chance to apply them rises by 20% for 6 sec. Shank comes from the trainer at 24 and strikes with your off-hand weapon, so this point pays off when you dual-wield with poisons on. Mutilate in tier 7 requires it.
- Seal Fate 3/3: At 3/3 your critical strikes from abilities that add Combo Points have a 100% chance to add an extra Combo Point (33% and 66% at ranks 1 and 2), so a Mutilate crit takes you from 0 to 3 points.
- Mutilate 1/1: Requires Venom. Mutilate attacks with both weapons for 90% weapon damage plus 40 with each weapon at rank 1, deals 20% more damage against poisoned targets and awards 2 Combo Points; the client's spell data requires a dagger in each hand. Assassination's tier 7 talent opens at 40, and trainers sell rank 2 at 50 and rank 3 at 60.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and Eviscerate is the finisher you spend almost every 5-point stack on.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), a little safety if a mob turns on you, and the 5 points in tier 1 open Puncturing Wounds.
- Puncturing Wounds 3/3: At 3/3 Backstab has 30% more critical strike chance and a 45% chance to add an extra Combo Point, and Mutilate has 15% more critical strike chance (10%, 15% and 5% per rank). Only the Mutilate part matters to this build, and every extra crit feeds Seal Fate.
- Vile Poisons 2/5: At 2/5 your poisons deal 8% more damage and get an additional 16% chance to resist dispel effects (4% and 8% per rank), on top of what Venom adds after each Shank.
The boss rotation is the level 40 one: Slice and Dice up, Mutilate to build, Shank on cooldown, 5-point Eviscerates and Cold Blood on one of them. Puncturing Wounds makes Mutilate crit more, and with Seal Fate each crit is an extra point, so you finish more often. Mutilate rank 2 comes at 50 and Kidney Shot rank 2 at 50; Sap rank 3, from 48, holds a Humanoid for up to 45 sec before the pull.
Assassination: Seal Fate burst with Coup de Grace and Improved Sprint (level 50)
At 50 the PvP build goes into Combat: Coup de Grace for a 20% harder Eviscerate, Lightning Reflexes for dodge, Precision so Kick, Gouge and Kidney Shot miss less, and Improved Sprint, which sits in Combat's second tier since the 4 November build, so Sprint can clear slows.
- Improved Gouge 3/3: At 3/3 Gouge lasts 1.5 sec longer (0.5 sec per rank), which bridges the gap while Kidney Shot is on cooldown.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), and the full 5 points are what open Lethality in tier 3.
- Ruthlessness 3/3: At 3/3 your finishing moves have a 60% chance to add a Combo Point to your target (20% per rank), so a Kidney Shot often leaves a point toward the Eviscerate that follows.
- Vigor 2/2: At 2/2 your maximum Energy rises by 10 (5 at 1/2), so you start a fight with more Energy for the opener and the first builders.
- Lethality 2/2: Requires Malice at 5/5. At 2/2 the critical strike damage bonus of Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike and Hemorrhage rises by 20% (10% at 1/2), and Mutilate is on the list, so its crits hit harder.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit when you need one. Press it inside Kidney Shot, right before a 5-point Eviscerate.
- Vile Poisons 5/5: At 5/5 your poisons deal 20% more damage and get an additional 40% chance to resist dispel effects (4% and 8% per rank), so Crippling Poison survives more dispels.
- Relentless Strikes 3/5: At 3/5 each finishing move has a 12% chance per Combo Point to restore 25 Energy, so a 5-point finisher gives Energy back three times in five. The three points are what bring the tree to 30 before Mutilate, and they refund Energy for the Kick after a Kidney Shot.
- Venom 1/1: After each Shank, your poisons deal 30% more damage and your chance to apply them rises by 20% for 6 sec. Shank comes from the trainer at 24 and strikes with your off-hand weapon, so this point pays off when you dual-wield with poisons on. Mutilate requires it, and Shank between Mutilates keeps the boost on.
- Improved Kidney Shot 2/2: At 2/2 enemies stunned by your Kidney Shot take 10% more damage from your poisons and attacks (5% at 1/2), so the burst you land inside the stun hits harder.
- Seal Fate 3/3: At 3/3 your critical strikes from abilities that add Combo Points have a 100% chance to add an extra Combo Point (33% and 66% at ranks 1 and 2), so Cheap Shot and one Mutilate crit make 5 points for Kidney Shot.
- Mutilate 1/1: Requires Venom. Mutilate attacks with both weapons for 90% weapon damage plus 40 with each weapon at rank 1, deals 20% more damage against poisoned targets and awards 2 Combo Points; the client's spell data requires a dagger in each hand. Assassination's tier 7 talent opens at 40, and trainers sell rank 2 at 50 and rank 3 at 60. After Cheap Shot, one Mutilate usually brings you to Kidney Shot.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), the finisher you land inside Kidney Shot.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), which stacks with Evasion against melee classes.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so Kick, Gouge and Kidney Shot land when they matter.
- Improved Sprint 2/2: At 2/2 Sprint has a 100% chance to remove all movement impairing effects when you activate it (50% at 1/2), so Hamstring, Frostbolt and Wing Clip no longer stop your escape or your chase.
The burst is the level 40 one, with a harder Eviscerate at the end: Cheap Shot, Mutilate, Kidney Shot, Mutilate, Cold Blood and Eviscerate. Kidney Shot rank 2, from 50, stuns a second longer at every combo point, which leaves room for all of it. Press Sprint when you're slowed to clear it and run, and Vanish rank 2 at 42 is a better reset.
Assassination: Mutilate, Seal Fate and Venom at 60 (level 60)
The level 60 leveling build adds Precision for hit, Puncturing Wounds for more Mutilate crits and so more Seal Fate points, Endurance so Evasion and Sprint come back 60% sooner, and both points of Improved Kidney Shot.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), and the full 5 points are what open Lethality in tier 3.
- Remorseless Attacks 2/2: At 2/2 your next Sinister Strike, Backstab, Ambush, Mutilate or Ghostly Strike within 20 sec of killing a non-trivial enemy gets 40% more critical strike chance (20% at 1/2), so the first builder on the next mob often crits while you chain pulls.
- Ruthlessness 3/3: At 3/3 your finishing moves have a 60% chance to add a Combo Point to your target (20% per rank), so a finisher often leaves a point toward the next one on the same target.
- Improved Slice and Dice 1/3: At 1/3 Slice and Dice lasts 15% longer, and the single point helps bring the tree to 30 before Mutilate.
- Vigor 2/2: At 2/2 your maximum Energy rises by 10 (5 at 1/2), so you can pool for a Mutilate and a finisher back to back.
- Lethality 2/2: Requires Malice at 5/5. At 2/2 the critical strike damage bonus of Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike and Hemorrhage rises by 20% (10% at 1/2), and Mutilate is on the list, so its crits hit harder.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit when you need one. Save it for a 5-point Eviscerate on a tough target.
- Improved Poisons 5/5: At 5/5 your poisons have 10% more chance to apply, and each application has a 50% chance not to use up a charge (2% and 10% per rank), so your poisons land more often, and Mutilate deals 20% more to a poisoned target.
- Relentless Strikes 5/5: At 5/5 each finishing move has a 20% chance per Combo Point to restore 25 Energy, so every 5-point finisher gives 25 Energy back. With Seal Fate you reach 5 points often, so this pays for much of your Eviscerate spending.
- Venom 1/1: After each Shank, your poisons deal 30% more damage and your chance to apply them rises by 20% for 6 sec. Shank comes from the trainer at 24 and strikes with your off-hand weapon, so this point pays off when you dual-wield with poisons on. Mutilate in tier 7 requires it.
- Seal Fate 3/3: At 3/3 your critical strikes from abilities that add Combo Points have a 100% chance to add an extra Combo Point (33% and 66% at ranks 1 and 2), so a Mutilate crit takes you from 0 to 3 points.
- Mutilate 1/1: Requires Venom. Mutilate attacks with both weapons for 90% weapon damage plus 40 with each weapon at rank 1, deals 20% more damage against poisoned targets and awards 2 Combo Points; the client's spell data requires a dagger in each hand. Assassination's tier 7 talent opens at 40, and trainers sell rank 2 at 50 and rank 3 at 60.
- Vile Poisons 5/5: At 5/5 your poisons deal 20% more damage and get an additional 40% chance to resist dispel effects (4% and 8% per rank), on top of what Venom adds after each Shank.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and every leveling fight ends with one.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), and the 5 points in Combat's first tier open its second.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so fewer Mutilates and finishers miss.
- Puncturing Wounds 3/3: At 3/3 Backstab has 30% more critical strike chance and a 45% chance to add an extra Combo Point, and Mutilate has 15% more critical strike chance (10%, 15% and 5% per rank). Only the Mutilate part matters to this build, and every extra crit feeds Seal Fate.
- Endurance 2/2: At 2/2 the cooldowns of Sprint and Evasion are 60% shorter (30% at 1/2), so Evasion is ready for most pulls that go wrong.
- Improved Kidney Shot 2/2: At 2/2 enemies stunned by your Kidney Shot take 10% more damage from your poisons and attacks (5% at 1/2), so a dangerous mob dies faster while it's stunned.
The rotation is the level 40 one: Mutilate, Shank on cooldown, Slice and Dice on longer fights and a 5-point Eviscerate. Kidney Shot on a dangerous mob now also makes it take 10% more damage from your attacks and poisons. With Endurance, Evasion is ready for most hard pulls, and Sprint rank 3 at 58 gets you between quests faster. Mutilate rank 3 and Eviscerate's last rank come at 60.
Assassination: Venom, Vile Poisons and Precision at 60 (level 60)
The level 60 group build fills Vile Poisons, takes Precision for hit against bosses above your level, both points of Improved Expose Armor for groups without a Warrior's Sunder Armor, and Remorseless Attacks for a crit after each trash kill.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), and the full 5 points are what open Lethality in tier 3.
- Ruthlessness 3/3: At 3/3 your finishing moves have a 60% chance to add a Combo Point to your target (20% per rank), so a finisher often leaves a point toward the next one on the same target.
- Improved Slice and Dice 3/3: At 3/3 Slice and Dice lasts 45% longer (15% per rank), so on a boss more of your finishers go into Eviscerate.
- Vigor 2/2: At 2/2 your maximum Energy rises by 10 (5 at 1/2), so you can pool for a Mutilate and a finisher back to back.
- Lethality 2/2: Requires Malice at 5/5. At 2/2 the critical strike damage bonus of Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike and Hemorrhage rises by 20% (10% at 1/2), and Mutilate is on the list, so its crits hit harder.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit when you need one. Save it for a 5-point Eviscerate on a tough target.
- Improved Poisons 5/5: At 5/5 your poisons have 10% more chance to apply, and each application has a 50% chance not to use up a charge (2% and 10% per rank), so your poisons land more often, and Mutilate deals 20% more to a poisoned target.
- Relentless Strikes 5/5: At 5/5 each finishing move has a 20% chance per Combo Point to restore 25 Energy, so every 5-point finisher gives 25 Energy back. On a boss you spend 5 points on almost every finisher, so this keeps paying.
- Venom 1/1: After each Shank, your poisons deal 30% more damage and your chance to apply them rises by 20% for 6 sec. Shank comes from the trainer at 24 and strikes with your off-hand weapon, so this point pays off when you dual-wield with poisons on. Mutilate in tier 7 requires it.
- Seal Fate 3/3: At 3/3 your critical strikes from abilities that add Combo Points have a 100% chance to add an extra Combo Point (33% and 66% at ranks 1 and 2), so a Mutilate crit takes you from 0 to 3 points.
- Mutilate 1/1: Requires Venom. Mutilate attacks with both weapons for 90% weapon damage plus 40 with each weapon at rank 1, deals 20% more damage against poisoned targets and awards 2 Combo Points; the client's spell data requires a dagger in each hand. Assassination's tier 7 talent opens at 40, and trainers sell rank 2 at 50 and rank 3 at 60.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and Eviscerate is the finisher you spend almost every 5-point stack on.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), a little safety if a mob turns on you, and the 5 points in tier 1 open Puncturing Wounds.
- Puncturing Wounds 3/3: At 3/3 Backstab has 30% more critical strike chance and a 45% chance to add an extra Combo Point, and Mutilate has 15% more critical strike chance (10%, 15% and 5% per rank). Only the Mutilate part matters to this build, and every extra crit feeds Seal Fate.
- Vile Poisons 5/5: At 5/5 your poisons deal 20% more damage and get an additional 40% chance to resist dispel effects (4% and 8% per rank), on top of what Venom adds after each Shank.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), which helps most against bosses above your level.
- Improved Expose Armor 2/2: At 2/2 Expose Armor costs 10 less Energy and refunds 2 Combo Points when you cast it with 5 (5 less and 1 point at 1/2), so a 5-point Expose Armor leaves 2 points for the next finisher. Only worth it in groups with no Warrior keeping Sunder Armor up.
- Remorseless Attacks 2/2: At 2/2 your next Sinister Strike, Backstab, Ambush, Mutilate or Ghostly Strike within 20 sec of killing a non-trivial enemy gets 40% more critical strike chance (20% at 1/2), so on trash the first Mutilate on the next mob often crits.
The priority is the level 40 one: Slice and Dice, Mutilate, Shank on cooldown, 5-point Eviscerates and Cold Blood on a boss. When the group has no Warrior keeping Sunder Armor up, Expose Armor at 5 points costs less and gives 2 points back through Improved Expose Armor. Mutilate rank 3 and Eviscerate's last rank come at 60.
Assassination: Seal Fate with Endurance and Improved Sprint (level 60)
At 60 the PvP build adds Combat's survival tier: Deflection and Riposte, Endurance so Sprint and Evasion come back 60% sooner, two more points of Lightning Reflexes, and the last two points of Relentless Strikes, so every 5-point Kidney Shot or Eviscerate refunds 25 Energy.
- Improved Gouge 3/3: At 3/3 Gouge lasts 1.5 sec longer (0.5 sec per rank), which bridges the gap while Kidney Shot is on cooldown.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), and the full 5 points are what open Lethality in tier 3.
- Ruthlessness 3/3: At 3/3 your finishing moves have a 60% chance to add a Combo Point to your target (20% per rank), so a Kidney Shot often leaves a point toward the Eviscerate that follows.
- Vigor 2/2: At 2/2 your maximum Energy rises by 10 (5 at 1/2), so you start a fight with more Energy for the opener and the first builders.
- Lethality 2/2: Requires Malice at 5/5. At 2/2 the critical strike damage bonus of Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike and Hemorrhage rises by 20% (10% at 1/2), and Mutilate is on the list, so its crits hit harder.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit when you need one. Press it inside Kidney Shot, right before a 5-point Eviscerate.
- Vile Poisons 5/5: At 5/5 your poisons deal 20% more damage and get an additional 40% chance to resist dispel effects (4% and 8% per rank), so Crippling Poison survives more dispels.
- Relentless Strikes 5/5: At 5/5 each finishing move has a 20% chance per Combo Point to restore 25 Energy, so every 5-point finisher gives 25 Energy back: a 5-point Kidney Shot pays for the Mutilate inside it.
- Venom 1/1: After each Shank, your poisons deal 30% more damage and your chance to apply them rises by 20% for 6 sec. Shank comes from the trainer at 24 and strikes with your off-hand weapon, so this point pays off when you dual-wield with poisons on. Mutilate requires it, and Shank between Mutilates keeps the boost on.
- Improved Kidney Shot 2/2: At 2/2 enemies stunned by your Kidney Shot take 10% more damage from your poisons and attacks (5% at 1/2), so the burst you land inside the stun hits harder.
- Seal Fate 3/3: At 3/3 your critical strikes from abilities that add Combo Points have a 100% chance to add an extra Combo Point (33% and 66% at ranks 1 and 2), so Cheap Shot and one Mutilate crit make 5 points for Kidney Shot.
- Mutilate 1/1: Requires Venom. Mutilate attacks with both weapons for 90% weapon damage plus 40 with each weapon at rank 1, deals 20% more damage against poisoned targets and awards 2 Combo Points; the client's spell data requires a dagger in each hand. Assassination's tier 7 talent opens at 40, and trainers sell rank 2 at 50 and rank 3 at 60. After Cheap Shot, one Mutilate usually brings you to Kidney Shot.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), the finisher you land inside Kidney Shot.
- Lightning Reflexes 4/5: At 4/5 your dodge chance rises by 4% (1% per rank), which stacks with Evasion against melee classes.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so Kick, Gouge and Kidney Shot land when they matter.
- Improved Sprint 2/2: At 2/2 Sprint has a 100% chance to remove all movement impairing effects when you activate it (50% at 1/2), so Hamstring, Frostbolt and Wing Clip no longer stop your escape or your chase.
- Deflection 3/3: At 3/3 your parry chance rises by 6% (2% per rank), and all 3 points are needed for Riposte.
- Endurance 2/2: At 2/2 the cooldowns of Sprint and Evasion are 60% shorter (30% at 1/2), so you have both for far more fights.
- Riposte 1/1: Requires Deflection at 3/3. After you parry, Riposte becomes active: a strike for 150% weapon damage that also disarms the target. Against Warriors, Rogues, Paladins and Shamans a disarm takes away much of their damage.
The burst doesn't change: Cheap Shot, Mutilate, Kidney Shot, Mutilate, Cold Blood and Eviscerate. Against melee classes, Riposte lights up after a parry and disarms them, and Evasion and Sprint are back far more often. Sprint rank 3 and Kick rank 4 come at 58, and the last ranks of Mutilate and Eviscerate at 60.
Combat: Sinister Strike and Endurance (level 20)
The safest questing build at 20: a harder Eviscerate, cheaper Sinister Strikes, better hit and a little dodge, and Endurance so Evasion and Sprint come back sooner. It works with any one-handed weapon.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and Eviscerate is the finisher that ends most fights.
- Efficient Strikes 2/2: At 2/2 Sinister Strike and Hemorrhage cost 5 less Energy (3 less at 1/2), so your builder comes around faster.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), which helps when every mob hits you, and the two points bring the build to the 10 that tier 3 needs.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so fewer builders, finishers and Kicks miss, and all 3 points are needed for Weapon Expertise in tier 4.
- Endurance 1/2: At 1/2 the cooldowns of Sprint and Evasion are 30% shorter; the second point, from level 21, makes it 60%, so your escape and survival buttons are ready for more pulls.
Use the best one-handed sword, mace, axe or fist weapon you can find in the main hand and build with Sinister Strike from the front. On longer fights spend the first points on Slice and Dice, then Eviscerate at 5 points. Evasion is your emergency button when you pull two mobs, and with Endurance it's ready more often. The level 30 leveling build adds the second Endurance point, Deflection and Riposte, Flawless Execution, Aggression and Blade Flurry.
Combat: Dagger Backstab for groups (level 20)
A group build for a main-hand dagger: Puncturing Wounds makes Backstab crit far more often and often add a second combo point, Coup de Grace makes Eviscerate hit harder, Precision helps everything land, and Efficient Strikes makes the Sinister Strike you use when a mob turns cheaper.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and Eviscerate is what you spend almost every 5-point stack on.
- Efficient Strikes 2/2: At 2/2 Sinister Strike and Hemorrhage cost 5 less Energy (3 less at 1/2), for when a mob turns to face you and you can't Backstab.
- Puncturing Wounds 3/3: At 3/3 Backstab has 30% more critical strike chance and a 45% chance to add an extra Combo Point, and Mutilate has 15% more critical strike chance (10%, 15% and 5% per rank), so on a boss most Backstabs crit and many give 2 points.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so fewer Backstabs, Eviscerates and Kicks miss.
Stand behind the tank's target with a dagger in the main hand. Put Slice and Dice up with the first points, build with Backstab, and finish with Eviscerate at 5 points. When a mob turns to face you, switch to Sinister Strike until you're behind it again. Kick casters and Feint when you get close to the tank's threat. The level 30 group build adds Lightning Reflexes, Endurance, Flawless Execution, Aggression, Weapon Expertise and Blade Flurry.
Combat: Riposte and Coup de Grace (level 20)
Combat at 20 punishes melee: Deflection raises your parry chance and opens Riposte, a strike after a parry that disarms the attacker; Lightning Reflexes adds dodge, Precision helps Gouge and Kick land, and Coup de Grace (called Improved Eviscerate before the 4 November build) makes Eviscerate hit 20% harder.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), the hit that ends most fights.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), which stacks with Evasion against melee classes.
- Deflection 3/3: At 3/3 your parry chance rises by 6% (2% per rank), and all 3 points are needed for Riposte.
- Precision 2/3: At 2/3 you have 2% more chance to hit (1% per rank), so Gouge and Kick miss less often.
- Riposte 1/1: Requires Deflection at 3/3. After you parry, Riposte becomes active: a strike for 150% weapon damage that also disarms the target. Against Warriors, Rogues, Paladins and Shamans a disarm takes away much of their damage.
Open with Garrote, or Ambush with a main-hand dagger, then build with Sinister Strike from any angle. Against a Warrior, Rogue, Paladin or Shaman, use Riposte every time it lights up after a parry. Against casters it rarely comes up, so there it's Kick, Gouge and a quick Eviscerate. The level 30 PvP build adds Improved Sprint, Endurance, Improved Kick, Flawless Execution, a point of Aggression and Blade Flurry.
Combat: Riposte, Aggression and Blade Flurry leveling (level 30)
At 30 the leveling build adds Deflection and Riposte, the second Endurance point, Flawless Execution, Aggression and Blade Flurry. The 4 November build moved Aggression up to tier 4, where it gives Sinister Strike and Eviscerate 15% more damage at 3/3, and moved Dual Wield Specialization to tier 5, so Aggression takes those points.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and every leveling fight ends with one.
- Efficient Strikes 2/2: At 2/2 Sinister Strike and Hemorrhage cost 5 less Energy (3 less at 1/2), so your builder comes around faster.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank).
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so fewer builders and finishers miss, and the 3 points open Weapon Expertise later.
- Deflection 3/3: At 3/3 your parry chance rises by 6% (2% per rank), and all 3 points are needed for Riposte.
- Endurance 2/2: At 2/2 the cooldowns of Sprint and Evasion are 60% shorter (30% at 1/2), so Evasion is ready for most pulls that go wrong.
- Riposte 1/1: Requires Deflection at 3/3. After you parry, Riposte becomes active: a strike for 150% weapon damage that also disarms the target. Most mobs you quest against are melee, so it comes up often.
- Flawless Execution 1/1: Eviscerate costs 15 less Energy. With Aggression and Coup de Grace, Eviscerate is now cheap and hard-hitting.
- Aggression 3/3: At 3/3 Sinister Strike and Eviscerate deal 15% more damage (5% per rank), your builder and your finisher for 3 points.
- Blade Flurry 1/1: For 15 sec your melee attack speed rises by 20% and your melee attacks hit an additional nearby enemy. It's your burst on a tough mob and your cleave on two, and Adrenaline Rush at 40 requires it.
Build with Sinister Strike, keep Slice and Dice up on longer fights and finish with Eviscerate, now 15 Energy cheaper and harder-hitting. Press Riposte whenever it lights up after a parry. Shank, from the trainer at 24, costs 5 Energy and gives 15 back, so press it on cooldown if you carry an off-hand weapon. Blade Flurry is for pairs of mobs or a tough single mob; its extra hits break Gouge and Sap, so don't combine them.
Combat: Blade Flurry and Puncturing Wounds for groups (level 30)
The level 30 dagger group build adds Lightning Reflexes, Endurance, Flawless Execution, Aggression, a point of Weapon Expertise and Blade Flurry. Since the 4 November build Aggression no longer covers Backstab, but it still adds 15% to Eviscerate at 3/3, and Flawless Execution makes Eviscerate 15 Energy cheaper.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and Eviscerate is what you spend almost every 5-point stack on.
- Efficient Strikes 2/2: At 2/2 Sinister Strike and Hemorrhage cost 5 less Energy (3 less at 1/2), for when a mob turns to face you and you can't Backstab.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), a little safety if a mob turns on you.
- Puncturing Wounds 3/3: At 3/3 Backstab has 30% more critical strike chance and a 45% chance to add an extra Combo Point, and Mutilate has 15% more critical strike chance (10%, 15% and 5% per rank), so on a boss most Backstabs crit and many give 2 points.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so fewer Backstabs, Eviscerates and Kicks miss, and the 3 points open Weapon Expertise.
- Endurance 2/2: At 2/2 the cooldowns of Sprint and Evasion are 60% shorter (30% at 1/2), so Evasion is ready if a mob turns on you.
- Flawless Execution 1/1: Eviscerate costs 15 less Energy, so more of your Energy goes into Backstab on a long boss fight.
- Aggression 3/3: At 3/3 Sinister Strike and Eviscerate deal 15% more damage (5% per rank). It no longer adds to Backstab, but Eviscerate is still half of your damage.
- Weapon Expertise 1/2: Requires Precision at 3/3. At 1/2 your attacks are 1% less likely to be dodged or parried, which helps on the bosses you can't stand behind.
- Blade Flurry 1/1: For 15 sec your melee attack speed rises by 20% and your melee attacks hit an additional nearby enemy. Use it on pairs of mobs, or on a boss for the attack speed; Adrenaline Rush at 40 requires it.
Stay behind the tank's target, keep Slice and Dice up, build with Backstab and finish with Eviscerate. Press Shank (trainer, level 24) on cooldown: it uses your off-hand, costs 5 Energy and gives 15 back. Blade Flurry goes on pairs of mobs or on a boss for the attack speed; keep it away from Sapped or Gouged mobs. Watch your threat after a run of Backstab crits and Feint before the tank loses the mob.
Combat: Riposte, Improved Sprint and Blade Flurry (level 30)
The level 30 PvP build adds Improved Sprint, now in tier 2, Endurance, Improved Kick, Flawless Execution and Blade Flurry. The point that used to go into Dual Wield Specialization goes into Aggression: in the 4 November build that tier 4 talent became Flash of Steel and moved to tier 6.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), the hit you land inside Kidney Shot.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), which stacks with Evasion against melee classes.
- Deflection 3/3: At 3/3 your parry chance rises by 6% (2% per rank), and all 3 points are needed for Riposte.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so Gouge, Kick and Kidney Shot land when they matter, and the 3 points open Weapon Expertise.
- Improved Sprint 2/2: At 2/2 Sprint has a 100% chance to remove all movement impairing effects when you activate it (50% at 1/2), so Hamstring, Frostbolt and Wing Clip no longer stop your escape.
- Endurance 2/2: At 2/2 the cooldowns of Sprint and Evasion are 60% shorter (30% at 1/2), so you have both for far more fights, and sometimes twice in a long one.
- Riposte 1/1: Requires Deflection at 3/3. After you parry, Riposte becomes active: a strike for 150% weapon damage that also disarms the target. Against Warriors, Rogues, Paladins and Shamans a disarm takes away much of their damage.
- Improved Kick 2/2: At 2/2 every Kick also silences the target for 2 sec (a 50% chance at 1/2), on top of the spell-school lockout, so a Kicked healer can't simply switch to another school.
- Flawless Execution 1/1: Eviscerate costs 15 less Energy, so you have Energy left for Kick after a Kidney Shot and Eviscerate.
- Aggression 1/3: At 1/3 Sinister Strike and Eviscerate deal 5% more damage, and the point completes the 20 that tier 5 needs.
- Blade Flurry 1/1: For 15 sec your melee attack speed rises by 20% and your melee attacks hit an additional nearby enemy: your burst window inside a Kidney Shot, and extra damage when two enemies stand together.
Open with Cheap Shot (from 26) and build with Sinister Strike; Kidney Shot at 4 or 5 points, and press Blade Flurry during the stun. Use Riposte whenever it lights up. Kick a heal and the target is also silenced, and Sprint clears slows when you press it. Vanish, from 22, is your last-resort exit.
Combat: Adrenaline Rush leveling (level 40)
At 40 the leveling build takes Dual Wield Specialization, new to tier 5 in the 4 November build, two points of Hack and Slash, all of Flash of Steel, which now makes Shank generate more Energy on a shorter cooldown, and Adrenaline Rush, which now requires Blade Flurry.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and every leveling fight ends with one.
- Efficient Strikes 2/2: At 2/2 Sinister Strike and Hemorrhage cost 5 less Energy (3 less at 1/2), so your builder comes around faster.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank).
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so fewer builders and finishers miss.
- Deflection 3/3: At 3/3 your parry chance rises by 6% (2% per rank), and all 3 points are needed for Riposte.
- Endurance 2/2: At 2/2 the cooldowns of Sprint and Evasion are 60% shorter (30% at 1/2), so Evasion is ready for most pulls that go wrong.
- Riposte 1/1: Requires Deflection at 3/3. After you parry, Riposte becomes active: a strike for 150% weapon damage that also disarms the target. Most mobs you quest against are melee, so it comes up often.
- Flawless Execution 1/1: Eviscerate costs 15 less Energy. With Aggression and Coup de Grace, Eviscerate is now cheap and hard-hitting.
- Aggression 3/3: At 3/3 Sinister Strike and Eviscerate deal 15% more damage (5% per rank), your builder and your finisher for 3 points.
- Blade Flurry 1/1: For 15 sec your melee attack speed rises by 20% and your melee attacks hit an additional nearby enemy. Adrenaline Rush requires it.
- Dual Wield Specialization 2/2: At 2/2 your off-hand weapon deals 50% more damage (25% at 1/2), so the second weapon pulls far more of its weight.
- Hack and Slash 2/5: At 2/5 the bonus follows your weapon: with an axe or sword your hits have a 2% chance to trigger an extra attack, with a dagger or fist weapon you gain 2% critical strike chance, and with a mace you ignore 6% of the target's armor (1%, 1% and 3% per rank). The two points complete the 25 that tier 6 needs.
- Flash of Steel 5/5: At 5/5 Shank generates 15 more Energy and its cooldown is 2 sec shorter (3 and 0.4 sec per rank), which doubles the Energy it gives.
- Adrenaline Rush 1/1: Requires Blade Flurry. Your Energy regeneration rises by 100% for 15 sec, so you fit far more builders and finishers into a short window. Combat's tier 7 talent opens at 40. Use it with Blade Flurry on a tough mob or a pair.
Fight with two one-handed weapons: Dual Wield Specialization raises your off-hand damage and Shank strikes with it. Press Shank on cooldown, since with Flash of Steel it gives far more Energy than it costs. Build with Sinister Strike, keep Slice and Dice up and finish with Eviscerate. On a tough mob or two at once, press Adrenaline Rush with Blade Flurry. Blind, from 34, takes a third mob out of the fight; keep it away from Blade Flurry.
Combat: Adrenaline Rush and Blade Flurry for groups (level 40)
The level 40 dagger group build finishes Weapon Expertise, takes Dual Wield Specialization, new to tier 5 in the 4 November build, a point of Hack and Slash, all of Flash of Steel and Adrenaline Rush, which now requires Blade Flurry.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and Eviscerate is what you spend almost every 5-point stack on.
- Efficient Strikes 2/2: At 2/2 Sinister Strike and Hemorrhage cost 5 less Energy (3 less at 1/2), for when a mob turns to face you and you can't Backstab.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), a little safety if a mob turns on you.
- Puncturing Wounds 3/3: At 3/3 Backstab has 30% more critical strike chance and a 45% chance to add an extra Combo Point, and Mutilate has 15% more critical strike chance (10%, 15% and 5% per rank), so on a boss most Backstabs crit and many give 2 points.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so fewer Backstabs, Eviscerates and Kicks miss, and the 3 points open Weapon Expertise.
- Endurance 2/2: At 2/2 the cooldowns of Sprint and Evasion are 60% shorter (30% at 1/2), so Evasion is ready if a mob turns on you.
- Flawless Execution 1/1: Eviscerate costs 15 less Energy, so more of your Energy goes into Backstab on a long boss fight.
- Aggression 3/3: At 3/3 Sinister Strike and Eviscerate deal 15% more damage (5% per rank). It no longer adds to Backstab, but Eviscerate is still half of your damage.
- Weapon Expertise 2/2: Requires Precision at 3/3. At 2/2 your attacks are 2% less likely to be dodged or parried (1% per rank), which helps on the bosses you can't stand behind.
- Blade Flurry 1/1: For 15 sec your melee attack speed rises by 20% and your melee attacks hit an additional nearby enemy. Adrenaline Rush requires it, and the two together are your boss burst.
- Dual Wield Specialization 2/2: At 2/2 your off-hand weapon deals 50% more damage (25% at 1/2), so the second weapon pulls far more of its weight.
- Hack and Slash 1/5: At 1/5 the bonus follows your weapon: with an axe or sword your hits have a 1% chance to trigger an extra attack, with a dagger or fist weapon you gain 1% critical strike chance, and with a mace you ignore 3% of the target's armor. With a dagger it's crit, and the point completes the 25 that tier 6 needs.
- Flash of Steel 5/5: At 5/5 Shank generates 15 more Energy and its cooldown is 2 sec shorter (3 and 0.4 sec per rank), which doubles the Energy it gives.
- Adrenaline Rush 1/1: Requires Blade Flurry. Your Energy regeneration rises by 100% for 15 sec, so you fit far more builders and finishers into a short window. Combat's tier 7 talent opens at 40. Use it with Blade Flurry on a boss or a big pull.
Keep Slice and Dice up, build with Backstab, press Shank on cooldown and finish with Eviscerate. On a boss, Adrenaline Rush with Blade Flurry is your biggest burst; watch your threat during it and Feint first if you're close to the tank's. On trash, Blade Flurry breaks Sap, Gouge and Blind on anything nearby.
Combat: Adrenaline Rush and Weapon Expertise (level 40)
The level 40 PvP build fills Lightning Reflexes and Aggression, takes Weapon Expertise, now a tier 4 talent that requires Precision, so players dodge and parry you less, two points of Flash of Steel and Adrenaline Rush, which now requires the Blade Flurry this build already has.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), the hit you land inside Kidney Shot.
- Lightning Reflexes 5/5: At 5/5 your dodge chance rises by 5% (1% per rank), which stacks with Evasion and makes melee classes miss far more often.
- Deflection 3/3: At 3/3 your parry chance rises by 6% (2% per rank), and all 3 points are needed for Riposte.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so Gouge, Kick and Kidney Shot land when they matter, and the 3 points open Weapon Expertise.
- Improved Sprint 2/2: At 2/2 Sprint has a 100% chance to remove all movement impairing effects when you activate it (50% at 1/2), so Hamstring, Frostbolt and Wing Clip no longer stop your escape.
- Endurance 2/2: At 2/2 the cooldowns of Sprint and Evasion are 60% shorter (30% at 1/2), so you have both for far more fights, and sometimes twice in a long one.
- Riposte 1/1: Requires Deflection at 3/3. After you parry, Riposte becomes active: a strike for 150% weapon damage that also disarms the target. Against Warriors, Rogues, Paladins and Shamans a disarm takes away much of their damage.
- Improved Kick 2/2: At 2/2 every Kick also silences the target for 2 sec (a 50% chance at 1/2), on top of the spell-school lockout, so a Kicked healer can't simply switch to another school.
- Flawless Execution 1/1: Eviscerate costs 15 less Energy, so you have Energy left for Kick after a Kidney Shot and Eviscerate.
- Aggression 3/3: At 3/3 Sinister Strike and Eviscerate deal 15% more damage (5% per rank), your builder and your finisher for 3 points.
- Weapon Expertise 2/2: Requires Precision at 3/3. At 2/2 your attacks are 2% less likely to be dodged or parried (1% per rank), which matters most against players, who rarely let you stand behind them.
- Blade Flurry 1/1: For 15 sec your melee attack speed rises by 20% and your melee attacks hit an additional nearby enemy: your burst window inside a Kidney Shot, and Adrenaline Rush requires it.
- Flash of Steel 2/5: At 2/5 Shank generates 6 more Energy and its cooldown is 0.8 sec shorter (3 and 0.4 sec per rank). The two points complete the 30 that Adrenaline Rush needs.
- Adrenaline Rush 1/1: Requires Blade Flurry. Your Energy regeneration rises by 100% for 15 sec, so you fit far more builders and finishers into a short window. Combat's tier 7 talent opens at 40. Press it inside a Kidney Shot.
The burst is Cheap Shot, Sinister Strikes, Kidney Shot, then Adrenaline Rush and Blade Flurry during the stun. Shank on cooldown keeps Energy coming, a little more with Flash of Steel. Against melee, Evasion early and Riposte on every parry. Blind, from 34, takes a healer out for a while; keep Blade Flurry away from them.
Combat: Adrenaline Rush with Weapon Expertise and Malice (level 50)
At 50 the leveling build fills Hack and Slash, takes Weapon Expertise so fewer attacks are dodged or parried, and goes into Assassination for Malice, 5% more critical strike chance with all attacks and poisons.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and every leveling fight ends with one.
- Efficient Strikes 2/2: At 2/2 Sinister Strike and Hemorrhage cost 5 less Energy (3 less at 1/2), so your builder comes around faster.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank).
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so fewer builders and finishers miss, and the 3 points open Weapon Expertise.
- Deflection 3/3: At 3/3 your parry chance rises by 6% (2% per rank), and all 3 points are needed for Riposte.
- Endurance 2/2: At 2/2 the cooldowns of Sprint and Evasion are 60% shorter (30% at 1/2), so Evasion is ready for most pulls that go wrong.
- Riposte 1/1: Requires Deflection at 3/3. After you parry, Riposte becomes active: a strike for 150% weapon damage that also disarms the target. Most mobs you quest against are melee, so it comes up often.
- Flawless Execution 1/1: Eviscerate costs 15 less Energy. With Aggression and Coup de Grace, Eviscerate is now cheap and hard-hitting.
- Aggression 3/3: At 3/3 Sinister Strike and Eviscerate deal 15% more damage (5% per rank), your builder and your finisher for 3 points.
- Blade Flurry 1/1: For 15 sec your melee attack speed rises by 20% and your melee attacks hit an additional nearby enemy. Adrenaline Rush requires it.
- Dual Wield Specialization 2/2: At 2/2 your off-hand weapon deals 50% more damage (25% at 1/2), so the second weapon pulls far more of its weight.
- Hack and Slash 5/5: At 5/5 the bonus follows your weapon: with an axe or sword your hits have a 5% chance to trigger an extra attack, with a dagger or fist weapon you gain 5% critical strike chance, and with a mace you ignore 15% of the target's armor (1%, 1% and 3% per rank).
- Flash of Steel 5/5: At 5/5 Shank generates 15 more Energy and its cooldown is 2 sec shorter (3 and 0.4 sec per rank), which doubles the Energy it gives.
- Adrenaline Rush 1/1: Requires Blade Flurry. Your Energy regeneration rises by 100% for 15 sec, so you fit far more builders and finishers into a short window. Combat's tier 7 talent opens at 40. Use it with Blade Flurry on a tough mob or a pair.
- Weapon Expertise 2/2: Requires Precision at 3/3. At 2/2 your attacks are 2% less likely to be dodged or parried (1% per rank), so fewer Sinister Strikes are lost to mobs you fight face to face.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), the best 5 points outside your own tree.
The rotation is the level 40 one: Sinister Strike, Shank on cooldown, Slice and Dice and Eviscerate, with Adrenaline Rush and Blade Flurry for tough mobs. Hack and Slash's bonus follows your main weapon type, so pick swords or axes for extra attacks, daggers or fists for crit, or a mace to ignore armor. Slice and Dice and Vanish get rank 2 at 42 and Kidney Shot at 50.
Combat: Adrenaline Rush with Malice and Improved Slice and Dice (level 50)
At 50 the dagger group build adds two more points of Hack and Slash and goes into Assassination for Malice and Improved Slice and Dice, so Backstab crits more and Slice and Dice needs refreshing less often.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and Eviscerate is what you spend almost every 5-point stack on.
- Efficient Strikes 2/2: At 2/2 Sinister Strike and Hemorrhage cost 5 less Energy (3 less at 1/2), for when a mob turns to face you and you can't Backstab.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), a little safety if a mob turns on you.
- Puncturing Wounds 3/3: At 3/3 Backstab has 30% more critical strike chance and a 45% chance to add an extra Combo Point, and Mutilate has 15% more critical strike chance (10%, 15% and 5% per rank), so on a boss most Backstabs crit and many give 2 points.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so fewer Backstabs, Eviscerates and Kicks miss, and the 3 points open Weapon Expertise.
- Endurance 2/2: At 2/2 the cooldowns of Sprint and Evasion are 60% shorter (30% at 1/2), so Evasion is ready if a mob turns on you.
- Flawless Execution 1/1: Eviscerate costs 15 less Energy, so more of your Energy goes into Backstab on a long boss fight.
- Aggression 3/3: At 3/3 Sinister Strike and Eviscerate deal 15% more damage (5% per rank). It no longer adds to Backstab, but Eviscerate is still half of your damage.
- Weapon Expertise 2/2: Requires Precision at 3/3. At 2/2 your attacks are 2% less likely to be dodged or parried (1% per rank), which helps on the bosses you can't stand behind.
- Blade Flurry 1/1: For 15 sec your melee attack speed rises by 20% and your melee attacks hit an additional nearby enemy. Adrenaline Rush requires it, and the two together are your boss burst.
- Dual Wield Specialization 2/2: At 2/2 your off-hand weapon deals 50% more damage (25% at 1/2), so the second weapon pulls far more of its weight.
- Hack and Slash 3/5: At 3/5 the bonus follows your weapon: with an axe or sword your hits have a 3% chance to trigger an extra attack, with a dagger or fist weapon you gain 3% critical strike chance, and with a mace you ignore 9% of the target's armor (1%, 1% and 3% per rank). With a dagger it's crit for Backstab and everything else.
- Flash of Steel 5/5: At 5/5 Shank generates 15 more Energy and its cooldown is 2 sec shorter (3 and 0.4 sec per rank), which doubles the Energy it gives.
- Adrenaline Rush 1/1: Requires Blade Flurry. Your Energy regeneration rises by 100% for 15 sec, so you fit far more builders and finishers into a short window. Combat's tier 7 talent opens at 40. Use it with Blade Flurry on a boss or a big pull.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), the best 5 points outside your own tree.
- Improved Slice and Dice 3/3: At 3/3 Slice and Dice lasts 45% longer (15% per rank), so more of your finishers go into Eviscerate on a boss.
The boss rotation is the level 40 one: Slice and Dice up, Backstab, Shank on cooldown, Eviscerate at 5 points, and Adrenaline Rush with Blade Flurry. Slice and Dice rank 2, from 42, gives more attack speed, and Improved Slice and Dice makes it last 45% longer. Sap rank 3, from 48, holds a Humanoid for up to 45 sec before the pull.
Combat: Adrenaline Rush with Hack and Slash and Malice (level 50)
At 50 the PvP build takes all of Hack and Slash and goes into Assassination for Malice, 5% more critical strike chance with all attacks.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), the hit you land inside Kidney Shot.
- Lightning Reflexes 5/5: At 5/5 your dodge chance rises by 5% (1% per rank), which stacks with Evasion and makes melee classes miss far more often.
- Deflection 3/3: At 3/3 your parry chance rises by 6% (2% per rank), and all 3 points are needed for Riposte.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so Gouge, Kick and Kidney Shot land when they matter, and the 3 points open Weapon Expertise.
- Improved Sprint 2/2: At 2/2 Sprint has a 100% chance to remove all movement impairing effects when you activate it (50% at 1/2), so Hamstring, Frostbolt and Wing Clip no longer stop your escape.
- Endurance 2/2: At 2/2 the cooldowns of Sprint and Evasion are 60% shorter (30% at 1/2), so you have both for far more fights, and sometimes twice in a long one.
- Riposte 1/1: Requires Deflection at 3/3. After you parry, Riposte becomes active: a strike for 150% weapon damage that also disarms the target. Against Warriors, Rogues, Paladins and Shamans a disarm takes away much of their damage.
- Improved Kick 2/2: At 2/2 every Kick also silences the target for 2 sec (a 50% chance at 1/2), on top of the spell-school lockout, so a Kicked healer can't simply switch to another school.
- Flawless Execution 1/1: Eviscerate costs 15 less Energy, so you have Energy left for Kick after a Kidney Shot and Eviscerate.
- Aggression 3/3: At 3/3 Sinister Strike and Eviscerate deal 15% more damage (5% per rank), your builder and your finisher for 3 points.
- Weapon Expertise 2/2: Requires Precision at 3/3. At 2/2 your attacks are 2% less likely to be dodged or parried (1% per rank), which matters most against players, who rarely let you stand behind them.
- Blade Flurry 1/1: For 15 sec your melee attack speed rises by 20% and your melee attacks hit an additional nearby enemy: your burst window inside a Kidney Shot, and Adrenaline Rush requires it.
- Flash of Steel 2/5: At 2/5 Shank generates 6 more Energy and its cooldown is 0.8 sec shorter (3 and 0.4 sec per rank). The two points complete the 30 that Adrenaline Rush needs.
- Adrenaline Rush 1/1: Requires Blade Flurry. Your Energy regeneration rises by 100% for 15 sec, so you fit far more builders and finishers into a short window. Combat's tier 7 talent opens at 40. Press it inside a Kidney Shot.
- Hack and Slash 5/5: At 5/5 the bonus follows your weapon: with an axe or sword your hits have a 5% chance to trigger an extra attack, with a dagger or fist weapon you gain 5% critical strike chance, and with a mace you ignore 15% of the target's armor (1%, 1% and 3% per rank).
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), the best 5 points outside your own tree.
The burst is the level 40 one: Cheap Shot, Sinister Strikes, Kidney Shot, then Adrenaline Rush and Blade Flurry inside the stun. Kidney Shot rank 2, from 50, stuns a second longer at every combo point, and Vanish rank 2 at 42 is a better reset. With a sword or axe, Hack and Slash adds extra attacks; with a mace, it ignores armor, which helps against Warriors and Paladins in plate.
Combat: Adrenaline Rush leveling at 60 (level 60)
At 60 the leveling build goes further into Assassination: Ruthlessness and Improved Slice and Dice so finishers go further, Remorseless Attacks for a crit after each kill, and Lethality, now 2 ranks, so Sinister Strike crits hit 20% harder.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and every leveling fight ends with one.
- Efficient Strikes 2/2: At 2/2 Sinister Strike and Hemorrhage cost 5 less Energy (3 less at 1/2), so your builder comes around faster.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank).
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so fewer builders and finishers miss, and the 3 points open Weapon Expertise.
- Deflection 3/3: At 3/3 your parry chance rises by 6% (2% per rank), and all 3 points are needed for Riposte.
- Endurance 2/2: At 2/2 the cooldowns of Sprint and Evasion are 60% shorter (30% at 1/2), so Evasion is ready for most pulls that go wrong.
- Riposte 1/1: Requires Deflection at 3/3. After you parry, Riposte becomes active: a strike for 150% weapon damage that also disarms the target. Most mobs you quest against are melee, so it comes up often.
- Flawless Execution 1/1: Eviscerate costs 15 less Energy. With Aggression and Coup de Grace, Eviscerate is now cheap and hard-hitting.
- Aggression 3/3: At 3/3 Sinister Strike and Eviscerate deal 15% more damage (5% per rank), your builder and your finisher for 3 points.
- Blade Flurry 1/1: For 15 sec your melee attack speed rises by 20% and your melee attacks hit an additional nearby enemy. Adrenaline Rush requires it.
- Dual Wield Specialization 2/2: At 2/2 your off-hand weapon deals 50% more damage (25% at 1/2), so the second weapon pulls far more of its weight.
- Hack and Slash 5/5: At 5/5 the bonus follows your weapon: with an axe or sword your hits have a 5% chance to trigger an extra attack, with a dagger or fist weapon you gain 5% critical strike chance, and with a mace you ignore 15% of the target's armor (1%, 1% and 3% per rank).
- Flash of Steel 5/5: At 5/5 Shank generates 15 more Energy and its cooldown is 2 sec shorter (3 and 0.4 sec per rank), which doubles the Energy it gives.
- Adrenaline Rush 1/1: Requires Blade Flurry. Your Energy regeneration rises by 100% for 15 sec, so you fit far more builders and finishers into a short window. Combat's tier 7 talent opens at 40. Use it with Blade Flurry on a tough mob or a pair.
- Weapon Expertise 2/2: Requires Precision at 3/3. At 2/2 your attacks are 2% less likely to be dodged or parried (1% per rank), so fewer Sinister Strikes are lost to mobs you fight face to face.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), the best 5 points outside your own tree, and the full 5 points open Lethality.
- Ruthlessness 3/3: At 3/3 your finishing moves have a 60% chance to add a Combo Point to your target (20% per rank), so a finisher often leaves a point toward the next one on the same target.
- Improved Slice and Dice 3/3: At 3/3 Slice and Dice lasts 45% longer (15% per rank), so you refresh it less often.
- Remorseless Attacks 2/2: At 2/2 your next Sinister Strike, Backstab, Ambush, Mutilate or Ghostly Strike within 20 sec of killing a non-trivial enemy gets 40% more critical strike chance (20% at 1/2), so the first builder on the next mob often crits while you chain pulls.
- Lethality 2/2: Requires Malice at 5/5. At 2/2 the critical strike damage bonus of Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike and Hemorrhage rises by 20% (10% at 1/2), and Sinister Strike is the builder this build presses most.
The rotation doesn't change: Sinister Strike, Shank on cooldown, Slice and Dice and Eviscerate, with Adrenaline Rush and Blade Flurry on tough mobs. Ruthlessness often hands a point back after each finisher, and Improved Slice and Dice means fewer refreshes. Sprint rank 3 comes at 58 and Eviscerate's last rank at 60.
Combat: Adrenaline Rush and Lethality at 60 (level 60)
At 60 the dagger group build adds Ruthlessness, Lethality (now 2 ranks) so Backstab crits hit 20% harder, Vigor for a bigger Energy pool during Adrenaline Rush, the last two points of Hack and Slash and a point of Improved Kick.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and Eviscerate is what you spend almost every 5-point stack on.
- Efficient Strikes 2/2: At 2/2 Sinister Strike and Hemorrhage cost 5 less Energy (3 less at 1/2), for when a mob turns to face you and you can't Backstab.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), a little safety if a mob turns on you.
- Puncturing Wounds 3/3: At 3/3 Backstab has 30% more critical strike chance and a 45% chance to add an extra Combo Point, and Mutilate has 15% more critical strike chance (10%, 15% and 5% per rank), so on a boss most Backstabs crit and many give 2 points.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so fewer Backstabs, Eviscerates and Kicks miss, and the 3 points open Weapon Expertise.
- Endurance 2/2: At 2/2 the cooldowns of Sprint and Evasion are 60% shorter (30% at 1/2), so Evasion is ready if a mob turns on you.
- Flawless Execution 1/1: Eviscerate costs 15 less Energy, so more of your Energy goes into Backstab on a long boss fight.
- Aggression 3/3: At 3/3 Sinister Strike and Eviscerate deal 15% more damage (5% per rank). It no longer adds to Backstab, but Eviscerate is still half of your damage.
- Weapon Expertise 2/2: Requires Precision at 3/3. At 2/2 your attacks are 2% less likely to be dodged or parried (1% per rank), which helps on the bosses you can't stand behind.
- Blade Flurry 1/1: For 15 sec your melee attack speed rises by 20% and your melee attacks hit an additional nearby enemy. Adrenaline Rush requires it, and the two together are your boss burst.
- Dual Wield Specialization 2/2: At 2/2 your off-hand weapon deals 50% more damage (25% at 1/2), so the second weapon pulls far more of its weight.
- Hack and Slash 5/5: At 5/5 the bonus follows your weapon: with an axe or sword your hits have a 5% chance to trigger an extra attack, with a dagger or fist weapon you gain 5% critical strike chance, and with a mace you ignore 15% of the target's armor (1%, 1% and 3% per rank). With a dagger it's crit for Backstab and everything else.
- Flash of Steel 5/5: At 5/5 Shank generates 15 more Energy and its cooldown is 2 sec shorter (3 and 0.4 sec per rank), which doubles the Energy it gives.
- Adrenaline Rush 1/1: Requires Blade Flurry. Your Energy regeneration rises by 100% for 15 sec, so you fit far more builders and finishers into a short window. Combat's tier 7 talent opens at 40. Use it with Blade Flurry on a boss or a big pull.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), the best 5 points outside your own tree, and the full 5 points open Lethality.
- Improved Slice and Dice 3/3: At 3/3 Slice and Dice lasts 45% longer (15% per rank), so more of your finishers go into Eviscerate on a boss.
- Ruthlessness 3/3: At 3/3 your finishing moves have a 60% chance to add a Combo Point to your target (20% per rank), so a 5-point Eviscerate often leaves a point toward the next one.
- Lethality 2/2: Requires Malice at 5/5. At 2/2 the critical strike damage bonus of Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike and Hemorrhage rises by 20% (10% at 1/2), and Backstab is the builder this build presses most.
- Vigor 2/2: At 2/2 your maximum Energy rises by 10 (5 at 1/2), which you fill quickly during Adrenaline Rush.
- Improved Kick 1/2: At 1/2 your Kick has a 50% chance to also silence the target for 2 sec, on top of the spell-school lockout, so on caster pulls half your Kicks also silence.
The boss rotation is the level 40 one, with harder crits: Slice and Dice up, Backstab, Shank on cooldown, Eviscerate at 5 points, and Adrenaline Rush with Blade Flurry. Ruthlessness often hands a point back after each finisher. On caster pulls, Kick has an even chance to silence the target as well. Backstab's top ranks and Eviscerate's last rank come at 60.
Combat: Adrenaline Rush, Improved Gouge and Dual Wield Specialization at 60 (level 60)
The level 60 PvP build adds Improved Gouge for a longer incapacitate, Ruthlessness so Kidney Shot often leaves a point for the Eviscerate, Dual Wield Specialization, new to tier 5 in the 4 November build, and two more points of Flash of Steel. Murder, which an earlier version of this build took, was replaced by Vigor in the 4 November build.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), the hit you land inside Kidney Shot.
- Lightning Reflexes 5/5: At 5/5 your dodge chance rises by 5% (1% per rank), which stacks with Evasion and makes melee classes miss far more often.
- Deflection 3/3: At 3/3 your parry chance rises by 6% (2% per rank), and all 3 points are needed for Riposte.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so Gouge, Kick and Kidney Shot land when they matter, and the 3 points open Weapon Expertise.
- Improved Sprint 2/2: At 2/2 Sprint has a 100% chance to remove all movement impairing effects when you activate it (50% at 1/2), so Hamstring, Frostbolt and Wing Clip no longer stop your escape.
- Endurance 2/2: At 2/2 the cooldowns of Sprint and Evasion are 60% shorter (30% at 1/2), so you have both for far more fights, and sometimes twice in a long one.
- Riposte 1/1: Requires Deflection at 3/3. After you parry, Riposte becomes active: a strike for 150% weapon damage that also disarms the target. Against Warriors, Rogues, Paladins and Shamans a disarm takes away much of their damage.
- Improved Kick 2/2: At 2/2 every Kick also silences the target for 2 sec (a 50% chance at 1/2), on top of the spell-school lockout, so a Kicked healer can't simply switch to another school.
- Flawless Execution 1/1: Eviscerate costs 15 less Energy, so you have Energy left for Kick after a Kidney Shot and Eviscerate.
- Aggression 3/3: At 3/3 Sinister Strike and Eviscerate deal 15% more damage (5% per rank), your builder and your finisher for 3 points.
- Weapon Expertise 2/2: Requires Precision at 3/3. At 2/2 your attacks are 2% less likely to be dodged or parried (1% per rank), which matters most against players, who rarely let you stand behind them.
- Blade Flurry 1/1: For 15 sec your melee attack speed rises by 20% and your melee attacks hit an additional nearby enemy: your burst window inside a Kidney Shot, and Adrenaline Rush requires it.
- Flash of Steel 4/5: At 4/5 Shank generates 12 more Energy and its cooldown is 1.6 sec shorter (3 and 0.4 sec per rank), so Shank pays for more of your Kicks and Gouges.
- Adrenaline Rush 1/1: Requires Blade Flurry. Your Energy regeneration rises by 100% for 15 sec, so you fit far more builders and finishers into a short window. Combat's tier 7 talent opens at 40. Press it inside a Kidney Shot.
- Hack and Slash 5/5: At 5/5 the bonus follows your weapon: with an axe or sword your hits have a 5% chance to trigger an extra attack, with a dagger or fist weapon you gain 5% critical strike chance, and with a mace you ignore 15% of the target's armor (1%, 1% and 3% per rank).
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), the best 5 points outside your own tree.
- Improved Gouge 3/3: At 3/3 Gouge lasts 1.5 sec longer (0.5 sec per rank), which bridges the gap while Kidney Shot is on cooldown.
- Ruthlessness 3/3: At 3/3 your finishing moves have a 60% chance to add a Combo Point to your target (20% per rank), so a Kidney Shot often leaves a point toward the Eviscerate that follows.
- Dual Wield Specialization 2/2: At 2/2 your off-hand weapon deals 50% more damage (25% at 1/2), so the second weapon pulls far more of its weight, which counts for every off-hand swing and every Shank.
Gouge, now 1.5 sec longer, bridges the gap between Kidney Shots. Ruthlessness often gives a point back after Kidney Shot, and Shank with Flash of Steel refunds Energy for the Kick that follows. Sprint rank 3 at 58 and Improved Sprint make you very hard to kite.
Subtlety: Dagger opener leveling (level 20)
A leveling build around the Ambush opener: Opportunity, now 5 ranks, makes Backstab, Garrote and Ambush hit 20% harder, Improved Ambush makes the opener crit, Camouflage gets you back into Stealth sooner, and Premeditation starts each pull with 2 combo points. Ghostly Strike moved to tier 4 (level 25) in the 4 November build, so Premeditation takes its point.
- Opportunity 5/5: At 5/5 Backstab, Garrote, Ambush and Mutilate deal 20% more damage (4% per rank), and you have all three by level 18.
- Improved Ambush 3/3: At 3/3 Ambush has 45% more critical strike chance (15% per rank), so the opener you use on most pulls usually crits.
- Camouflage 2/3: At 2/3 Stealth slows you 10% less and its cooldown is 4 sec shorter (5% and 2 sec per rank), so you're back in Stealth and at the next target sooner.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec, so your opener starts the fight close to a finisher. Premeditation followed by Ambush puts you 3 points into the fight.
Open every pull with Premeditation (when it's ready) and Ambush from behind with a main-hand dagger, then Backstab while you're behind the mob and Sinister Strike when it faces you. Finish with Eviscerate at 5 points. Restealth between pulls; Camouflage shortens Stealth's cooldown. The level 30 leveling build adds Setup, Serrated Blades, Initiative, Ghostly Strike and Hemorrhage.
Subtlety: Opportunity Backstab for groups (level 20)
A dagger group build: Opportunity, now 5 ranks, makes Backstab, Garrote and Ambush hit 20% harder, Improved Ambush makes the opener crit, Dirty Tricks halves Sap's cost, and a point of Serrated Blades lets your attacks ignore some armor. Ghostly Strike moved to tier 4 (level 25) in the 4 November build, so Serrated Blades takes its point.
- Opportunity 5/5: At 5/5 Backstab, Garrote, Ambush and Mutilate deal 20% more damage (4% per rank), and Backstab is your builder for the whole fight.
- Improved Ambush 3/3: At 3/3 Ambush has 45% more critical strike chance (15% per rank), so the Ambush that opens each pull usually crits.
- Dirty Tricks 2/2: At 2/2 Sap and Blind cost 50% less Energy (25% at 1/2), so you can Sap before the pull and still have Energy for Ambush.
- Serrated Blades 1/3: At 1/3 your attacks ignore 3% of the target's armor and Rupture deals 10% more damage. The point is the first of three that open Hemorrhage at 30.
Before the pull, Sap a Humanoid the group isn't ready for; with Dirty Tricks you still have Energy for the opener. Once the tank has the target, Ambush from behind, put Slice and Dice up on longer pulls, build with Backstab and finish with Eviscerate. Kick casters and Feint when you get close to the tank's threat. The level 30 group build adds Initiative, Premeditation, all of Serrated Blades, Elusiveness, Ghostly Strike and Hemorrhage.
Subtlety: Improved Ambush and Premeditation opener (level 20)
A stealth opener build for 20: Master of Deception to reach a target unseen, Opportunity and Improved Ambush so the opener hits hard and often crits, and Premeditation for 2 free combo points before it. Ghostly Strike moved to tier 4 (level 25) in the 4 November build, so Premeditation takes its point.
- Master of Deception 3/3: At 3/3 enemies are less likely to detect you in Stealth, as if you were 3 levels higher, which matters most against players and mobs of your own level.
- Opportunity 5/5: At 5/5 Backstab, Garrote, Ambush and Mutilate deal 20% more damage (4% per rank), which adds to the Ambush and Backstabs that make up most of your burst.
- Improved Ambush 2/3: At 2/3 Ambush has 30% more critical strike chance (15% per rank), so the opener often crits.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec, so your opener starts the fight close to a finisher. With Ambush right after, you start the fight on 3 points.
Get behind a busy or hurt target in Stealth, press Premeditation and open with Ambush (main-hand dagger) for 3 points, then Backstab while they turn and Eviscerate as soon as your points can kill. If the opener doesn't put them low, Gouge and Sprint away; you have no Vanish or stuns at 20. The level 30 PvP build adds Dirty Deeds, Dirty Tricks, Initiative, Elusiveness, Ghostly Strike and Preparation.
Subtlety: Hemorrhage and Initiative leveling (level 30)
At 30 the leveling build adds Setup, Initiative, all of Serrated Blades, Ghostly Strike, now a tier 4 talent, and Hemorrhage, which since the 4 November build also makes the target take more Garrote damage.
- Setup 2/3: At 2/3 you have a 30% chance to add a Combo Point to your target after dodging its attack or fully resisting one of its spells (15% per rank), so attacks you dodge from the mob you're fighting often give a free point.
- Opportunity 5/5: At 5/5 Backstab, Garrote, Ambush and Mutilate deal 20% more damage (4% per rank), and Garrote and Ambush are both openers this build uses.
- Camouflage 2/3: At 2/3 Stealth slows you 10% less and its cooldown is 4 sec shorter (5% and 2 sec per rank), so you're back in Stealth and at the next target sooner.
- Improved Ambush 3/3: At 3/3 Ambush has 45% more critical strike chance (15% per rank), so the opener you use on most pulls usually crits.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an extra combo point (33% and 67% at ranks 1 and 2), so Ambush opens with 2 points and Cheap Shot with 3.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec, so your opener starts the fight close to a finisher. With an Initiative Ambush right after, you start the fight with 4 points.
- Serrated Blades 3/3: At 3/3 your attacks ignore 9% of the target's armor and Rupture deals 30% more damage (3% and 10% per rank), and all 3 points are needed for Hemorrhage.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that raises your dodge chance by 15% for 7 sec and lets your next Ambush or Garrote within 7 sec skip the Stealth requirement, so it's both a builder and a way back into Ambush mid-fight.
- Hemorrhage 1/1: Requires Serrated Blades at 3/3. A builder from any side for 100% weapon damage, or 145% with a dagger, that makes the target take 15% more Rupture and Garrote damage from you for 15 sec. It's your main builder from here on.
Open with Premeditation and Ambush, or Garrote on a mob that will live through the bleed: with Initiative either gives 2 points, so Premeditation and Ambush start you at 4. Build with Hemorrhage from any side and Ghostly Strike whenever it's ready, which also lets your next Ambush or Garrote skip Stealth. Finish with Eviscerate on short fights or Rupture on long ones. Shank, from the trainer at 24, gives Energy back if you carry an off-hand weapon.
Subtlety: Hemorrhage and Rupture for groups (level 30)
The level 30 group build adds Initiative, Premeditation, all of Serrated Blades, Elusiveness, Ghostly Strike, now in tier 4, and Hemorrhage, so Rupture becomes the finisher for long boss fights. Since the 4 November build Hemorrhage also raises Garrote damage, so a Garrote opener pays off on bosses too.
- Opportunity 5/5: At 5/5 Backstab, Garrote, Ambush and Mutilate deal 20% more damage (4% per rank), and Backstab is your builder for the whole fight.
- Improved Ambush 3/3: At 3/3 Ambush has 45% more critical strike chance (15% per rank), so the Ambush that opens each pull usually crits.
- Dirty Tricks 2/2: At 2/2 Sap and Blind cost 50% less Energy (25% at 1/2), so you can Sap before the pull and still have Energy for the opener.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an extra combo point (33% and 67% at ranks 1 and 2), so Ambush opens with 2 points and Cheap Shot with 3.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec, so your opener starts the fight close to a finisher. With an Initiative Ambush right after, you start the fight with 4 points.
- Serrated Blades 3/3: At 3/3 your attacks ignore 9% of the target's armor and Rupture deals 30% more damage (3% and 10% per rank), and all 3 points are needed for Hemorrhage.
- Elusiveness 2/2: At 2/2 Vanish and Blind come back 90 sec sooner (45 sec at 1/2), so Vanish is ready to drop threat far more often.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that raises your dodge chance by 15% for 7 sec and lets your next Ambush or Garrote within 7 sec skip the Stealth requirement, and its dodge helps if a mob turns on you.
- Hemorrhage 1/1: Requires Serrated Blades at 3/3. A builder from any side for 100% weapon damage, or 145% with a dagger, that makes the target take 15% more Rupture and Garrote damage from you for 15 sec. On a boss, keep its debuff up for your Rupture and Garrote.
On a boss, open with Premeditation and Garrote or Ambush, put up Hemorrhage, then Rupture at 5 points and keep both running; build with Backstab from behind and Ghostly Strike when it's ready. On trash, Eviscerate is better, since mobs die before Rupture finishes. Vanish, which Elusiveness brings back sooner, drops your threat if the tank loses a mob.
Subtlety: Preparation and Premeditation openers (level 30)
Subtlety PvP gains the most at 30: the build adds Dirty Deeds, moved up to tier 2 in the 4 November build, for a cheaper Cheap Shot, Dirty Tricks, Initiative, Elusiveness, Ghostly Strike and Preparation. The opener is Premeditation and Cheap Shot for 5 combo points, then Kidney Shot, with Vanish and Preparation for a second try. Heightened Senses now shares tier 5 with Preparation, and there's no point left for it at 30.
- Master of Deception 3/3: At 3/3 enemies are less likely to detect you in Stealth, as if you were 3 levels higher, which matters most against players of your own level.
- Opportunity 5/5: At 5/5 Backstab, Garrote, Ambush and Mutilate deal 20% more damage (4% per rank), which adds to every Ambush and Backstab.
- Dirty Deeds 2/2: At 2/2 Garrote no longer needs you behind the target, and Cheap Shot and Garrote cost 20 less Energy (10 less at 1/2), so Premeditation, Cheap Shot and Kidney Shot leave Energy to spare.
- Improved Ambush 1/3: At 1/3 Ambush has 15% more critical strike chance. The point is mostly there to open tier 5.
- Dirty Tricks 2/2: At 2/2 Sap and Blind cost 50% less Energy (25% at 1/2), so you can Sap one enemy and still have Energy to open on another.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an extra combo point (33% and 67% at ranks 1 and 2), so after Premeditation a Cheap Shot gives 5.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec, so your opener starts the fight close to a finisher. Before Cheap Shot it takes you straight to 5 points.
- Elusiveness 2/2: At 2/2 Vanish and Blind come back 90 sec sooner (45 sec at 1/2), so you have Vanish for more fights.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that raises your dodge chance by 15% for 7 sec and lets your next Ambush or Garrote within 7 sec skip the Stealth requirement. It works from any side, and the Stealth-free Ambush or Garrote is a second opener mid-fight.
- Preparation 1/1: When activated, it finishes the cooldown on your other Rogue abilities: a second Vanish, Evasion, Sprint or Premeditation when you need one. Death Mark at 40 requires it.
Press Premeditation, then Cheap Shot (20 Energy cheaper with Dirty Deeds) for 5 points and Kidney Shot straight away. Build with Backstab or Ghostly Strike during the stun and Eviscerate when it ends. If it goes wrong, Vanish and open again; Preparation gives you a second Vanish, Evasion and Sprint. Blind, at 34, is cheaper and quicker with Dirty Tricks and Elusiveness.
Subtlety: Hemorrhage, Boot Knife and Death Mark leveling (level 40)
Quietus and Thousand Cuts, which this build used to finish with, were replaced in the 4 November build, so at 40 it now takes Boot Knife, which makes Shank add 2 combo points, and Death Mark, Subtlety's new capstone finisher. On the way it fills Setup and Camouflage, takes a point of Dirty Deeds and Preparation, which Death Mark requires.
- Setup 3/3: At 3/3 you have a 45% chance to add a Combo Point to your target after dodging its attack or fully resisting one of its spells (15% per rank), so attacks you dodge from the mob you're fighting often give a free point.
- Opportunity 5/5: At 5/5 Backstab, Garrote, Ambush and Mutilate deal 20% more damage (4% per rank), and Garrote and Ambush are both openers this build uses.
- Dirty Deeds 1/2: At 1/2 Garrote no longer needs you behind the target, and Cheap Shot and Garrote cost 10 less Energy. That's what the single point is for: a Garrote opener from any side.
- Camouflage 3/3: At 3/3 Stealth slows you 15% less and its cooldown is 6 sec shorter (5% and 2 sec per rank), so you're back in Stealth and at the next target sooner.
- Improved Ambush 3/3: At 3/3 Ambush has 45% more critical strike chance (15% per rank), so the opener you use on most pulls usually crits.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an extra combo point (33% and 67% at ranks 1 and 2), so Ambush opens with 2 points and Cheap Shot with 3.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec, so your opener starts the fight close to a finisher. With an Initiative Ambush right after, you start the fight with 4 points.
- Serrated Blades 3/3: At 3/3 your attacks ignore 9% of the target's armor and Rupture deals 30% more damage (3% and 10% per rank), and all 3 points are needed for Hemorrhage.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that raises your dodge chance by 15% for 7 sec and lets your next Ambush or Garrote within 7 sec skip the Stealth requirement, so it's both a builder and a way back into Ambush mid-fight.
- Preparation 1/1: When activated, it finishes the cooldown on your other Rogue abilities: a second Vanish, Evasion, Sprint or Premeditation when you need one. Death Mark requires it.
- Hemorrhage 1/1: Requires Serrated Blades at 3/3. A builder from any side for 100% weapon damage, or 145% with a dagger, that makes the target take 15% more Rupture and Garrote damage from you for 15 sec. It's still the main builder between Shanks.
- Boot Knife 5/5: At 5/5 Shank has a 100% chance to add 2 Combo Points to the target (20% per rank), so every Shank is a cheap 2-point builder that also gives Energy back.
- Death Mark 1/1: Requires Preparation. A finisher that marks the target for 6 sec and stores a share of the damage your attacks deal to it, from 12% at 1 combo point to 60% at 5, with Garrote and Rupture damage stored at twice the rate; when the mark ends, the stored damage is dealt at once, up to a cap that grows with Attack Power and crit chance. Subtlety's tier 7 talent opens at 40, and trainers sell rank 2 at 48, rank 3 at 56 and rank 4 at 60. Put it up first on a tough mob, then spend the next 6 sec on your hardest hits.
Shank is now a builder: with Boot Knife at 5/5 every Shank adds 2 combo points, gives Energy back and needs an off-hand weapon. Open with Premeditation and Ambush, or Garrote from the front thanks to Dirty Deeds, build with Hemorrhage and Shank, and keep Ghostly Strike for its dodge. On a tough mob, put Death Mark up at 5 points and hit hard during the 6 sec it stores damage, then Eviscerate. Preparation gives you a second Vanish or Evasion when a pull goes wrong.
Subtlety: Boot Knife and Death Mark for groups (level 40)
Cutthroat and Thousand Cuts were replaced in the 4 November build, so at 40 the group build takes Boot Knife, which makes Shank add 2 combo points, and Death Mark, the new Subtlety capstone, which stores part of your damage and deals it again. It also fills Camouflage and takes Preparation, which Death Mark requires.
- Opportunity 5/5: At 5/5 Backstab, Garrote, Ambush and Mutilate deal 20% more damage (4% per rank), and Backstab is your builder for the whole fight.
- Camouflage 3/3: At 3/3 Stealth slows you 15% less and its cooldown is 6 sec shorter (5% and 2 sec per rank), so you're usually back in Stealth before the next pull.
- Improved Ambush 3/3: At 3/3 Ambush has 45% more critical strike chance (15% per rank), so the Ambush that opens each pull usually crits.
- Dirty Tricks 2/2: At 2/2 Sap and Blind cost 50% less Energy (25% at 1/2), so you can Sap before the pull and still have Energy for the opener.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an extra combo point (33% and 67% at ranks 1 and 2), so Ambush opens with 2 points and Cheap Shot with 3.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec, so your opener starts the fight close to a finisher. With an Initiative Ambush right after, you start the fight with 4 points.
- Serrated Blades 3/3: At 3/3 your attacks ignore 9% of the target's armor and Rupture deals 30% more damage (3% and 10% per rank), and all 3 points are needed for Hemorrhage.
- Elusiveness 2/2: At 2/2 Vanish and Blind come back 90 sec sooner (45 sec at 1/2), so Vanish is ready to drop threat far more often.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that raises your dodge chance by 15% for 7 sec and lets your next Ambush or Garrote within 7 sec skip the Stealth requirement, and its dodge helps if a mob turns on you.
- Preparation 1/1: When activated, it finishes the cooldown on your other Rogue abilities: a second Vanish, Evasion, Sprint or Premeditation when you need one. Death Mark requires it, and it gives you a second Vanish to drop threat.
- Hemorrhage 1/1: Requires Serrated Blades at 3/3. A builder from any side for 100% weapon damage, or 145% with a dagger, that makes the target take 15% more Rupture and Garrote damage from you for 15 sec. On a boss, keep its debuff up for your Rupture and Garrote.
- Boot Knife 5/5: At 5/5 Shank has a 100% chance to add 2 Combo Points to the target (20% per rank), so every Shank is a cheap 2-point builder that also gives Energy back.
- Death Mark 1/1: Requires Preparation. A finisher that marks the target for 6 sec and stores a share of the damage your attacks deal to it, from 12% at 1 combo point to 60% at 5, with Garrote and Rupture damage stored at twice the rate; when the mark ends, the stored damage is dealt at once, up to a cap that grows with Attack Power and crit chance. Subtlety's tier 7 talent opens at 40, and trainers sell rank 2 at 48, rank 3 at 56 and rank 4 at 60. On a boss, use it at 5 points while Rupture and Garrote are ticking.
On a boss, open with Premeditation and Garrote or Ambush, keep Hemorrhage's debuff, Rupture and Garrote up, and build with Backstab and Shank, which with Boot Knife adds 2 points every time. Death Mark at 5 points while your bleeds are running stores twice as much of their damage. On trash, Eviscerate is still the finisher. Camouflage gets you back into Stealth for the next pull's opener.
Subtlety: Hemorrhage and Death Mark with Preparation (level 40)
Quietus, which this build used to take, was replaced in the 4 November build, so at 40 the PvP build adds Serrated Blades and Hemorrhage for a builder that works from any side, Boot Knife so every Shank adds 2 combo points, and Death Mark, the new capstone, a finisher that stores part of your damage and deals it again.
- Master of Deception 3/3: At 3/3 enemies are less likely to detect you in Stealth, as if you were 3 levels higher, which matters most against players of your own level.
- Opportunity 5/5: At 5/5 Backstab, Garrote, Ambush and Mutilate deal 20% more damage (4% per rank), which adds to every Ambush and Backstab.
- Dirty Deeds 2/2: At 2/2 Garrote no longer needs you behind the target, and Cheap Shot and Garrote cost 20 less Energy (10 less at 1/2), so Premeditation, Cheap Shot and a finisher leave Energy to spare.
- Improved Ambush 1/3: At 1/3 Ambush has 15% more critical strike chance. The point is mostly there to open tier 5.
- Dirty Tricks 2/2: At 2/2 Sap and Blind cost 50% less Energy (25% at 1/2), so Blind and Sap cost far less.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an extra combo point (33% and 67% at ranks 1 and 2), so after Premeditation a Cheap Shot gives 5.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec, so your opener starts the fight close to a finisher. Before Cheap Shot it takes you straight to 5 points.
- Serrated Blades 3/3: At 3/3 your attacks ignore 9% of the target's armor and Rupture deals 30% more damage (3% and 10% per rank), and all 3 points are needed for Hemorrhage.
- Elusiveness 2/2: At 2/2 Vanish and Blind come back 90 sec sooner (45 sec at 1/2), so you have Vanish and Blind for more fights.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that raises your dodge chance by 15% for 7 sec and lets your next Ambush or Garrote within 7 sec skip the Stealth requirement. It works from any side, and the Stealth-free Ambush or Garrote is a second opener mid-fight.
- Preparation 1/1: When activated, it finishes the cooldown on your other Rogue abilities: a second Vanish, Evasion, Sprint or Premeditation when you need one. Death Mark requires it.
- Hemorrhage 1/1: Requires Serrated Blades at 3/3. A builder from any side for 100% weapon damage, or 145% with a dagger, that makes the target take 15% more Rupture and Garrote damage from you for 15 sec. Players rarely let you stay behind them, so a builder from the front matters.
- Boot Knife 5/5: At 5/5 Shank has a 100% chance to add 2 Combo Points to the target (20% per rank), so every Shank is a cheap 2-point builder that also gives Energy back.
- Death Mark 1/1: Requires Preparation. A finisher that marks the target for 6 sec and stores a share of the damage your attacks deal to it, from 12% at 1 combo point to 60% at 5, with Garrote and Rupture damage stored at twice the rate; when the mark ends, the stored damage is dealt at once, up to a cap that grows with Attack Power and crit chance. Subtlety's tier 7 talent opens at 40, and trainers sell rank 2 at 48, rank 3 at 56 and rank 4 at 60. After Premeditation and Cheap Shot it goes on at 5 points while the target is stunned.
Premeditation and Cheap Shot for 5 points, then Death Mark straight away and spend the next 6 sec on Hemorrhage, Shank and Ghostly Strike; when the mark ends it deals the stored damage at once. Kidney Shot and Eviscerate follow. Blind, from 34, is cheaper with Dirty Tricks and back sooner with Elusiveness. Preparation resets Vanish, Evasion, Sprint and Premeditation for a second try.
Subtlety: Death Mark with Coup de Grace and Efficient Strikes (level 50)
At 50 the leveling build goes into Combat: Coup de Grace now raises Death Mark's damage and storage rate as well as Eviscerate's damage, Efficient Strikes makes Hemorrhage cheaper since the 4 November build, Lightning Reflexes adds dodge for Setup, and Precision adds hit.
- Setup 3/3: At 3/3 you have a 45% chance to add a Combo Point to your target after dodging its attack or fully resisting one of its spells (15% per rank), so attacks you dodge from the mob you're fighting often give a free point.
- Opportunity 5/5: At 5/5 Backstab, Garrote, Ambush and Mutilate deal 20% more damage (4% per rank), and Garrote and Ambush are both openers this build uses.
- Dirty Deeds 1/2: At 1/2 Garrote no longer needs you behind the target, and Cheap Shot and Garrote cost 10 less Energy. That's what the single point is for: a Garrote opener from any side.
- Camouflage 3/3: At 3/3 Stealth slows you 15% less and its cooldown is 6 sec shorter (5% and 2 sec per rank), so you're back in Stealth and at the next target sooner.
- Improved Ambush 3/3: At 3/3 Ambush has 45% more critical strike chance (15% per rank), so the opener you use on most pulls usually crits.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an extra combo point (33% and 67% at ranks 1 and 2), so Ambush opens with 2 points and Cheap Shot with 3.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec, so your opener starts the fight close to a finisher. With an Initiative Ambush right after, you start the fight with 4 points.
- Serrated Blades 3/3: At 3/3 your attacks ignore 9% of the target's armor and Rupture deals 30% more damage (3% and 10% per rank), and all 3 points are needed for Hemorrhage.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that raises your dodge chance by 15% for 7 sec and lets your next Ambush or Garrote within 7 sec skip the Stealth requirement, so it's both a builder and a way back into Ambush mid-fight.
- Preparation 1/1: When activated, it finishes the cooldown on your other Rogue abilities: a second Vanish, Evasion, Sprint or Premeditation when you need one. Death Mark requires it.
- Hemorrhage 1/1: Requires Serrated Blades at 3/3. A builder from any side for 100% weapon damage, or 145% with a dagger, that makes the target take 15% more Rupture and Garrote damage from you for 15 sec. It's still the main builder between Shanks.
- Boot Knife 5/5: At 5/5 Shank has a 100% chance to add 2 Combo Points to the target (20% per rank), so every Shank is a cheap 2-point builder that also gives Energy back.
- Death Mark 1/1: Requires Preparation. A finisher that marks the target for 6 sec and stores a share of the damage your attacks deal to it, from 12% at 1 combo point to 60% at 5, with Garrote and Rupture damage stored at twice the rate; when the mark ends, the stored damage is dealt at once, up to a cap that grows with Attack Power and crit chance. Subtlety's tier 7 talent opens at 40, and trainers sell rank 2 at 48, rank 3 at 56 and rank 4 at 60. Put it up first on a tough mob, then spend the next 6 sec on your hardest hits.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and the same bonus goes to Death Mark's damage and the rate it stores damage.
- Efficient Strikes 2/2: At 2/2 Sinister Strike and Hemorrhage cost 5 less Energy (3 less at 1/2), and Hemorrhage is the builder you press most.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), and every dodge is another chance at a Setup point.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so fewer Hemorrhages and finishers miss.
The rotation is the level 40 one: Premeditation and Ambush, Hemorrhage and Shank to build, Death Mark on tough mobs and Eviscerate to finish. Hemorrhage costs less, and every extra dodge from Lightning Reflexes is another chance at a Setup point. Ambush rank 5 and Kidney Shot rank 2 come at 50, and Slice and Dice and Vanish rank 2 at 42.
Subtlety: Death Mark with Coup de Grace and Puncturing Wounds (level 50)
At 50 the group build goes into Combat for Coup de Grace, which now raises Death Mark's damage and storage rate as well as Eviscerate's damage, Lightning Reflexes, Puncturing Wounds so Backstab crits far more often, and two points of Precision.
- Opportunity 5/5: At 5/5 Backstab, Garrote, Ambush and Mutilate deal 20% more damage (4% per rank), and Backstab is your builder for the whole fight.
- Camouflage 3/3: At 3/3 Stealth slows you 15% less and its cooldown is 6 sec shorter (5% and 2 sec per rank), so you're usually back in Stealth before the next pull.
- Improved Ambush 3/3: At 3/3 Ambush has 45% more critical strike chance (15% per rank), so the Ambush that opens each pull usually crits.
- Dirty Tricks 2/2: At 2/2 Sap and Blind cost 50% less Energy (25% at 1/2), so you can Sap before the pull and still have Energy for the opener.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an extra combo point (33% and 67% at ranks 1 and 2), so Ambush opens with 2 points and Cheap Shot with 3.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec, so your opener starts the fight close to a finisher. With an Initiative Ambush right after, you start the fight with 4 points.
- Serrated Blades 3/3: At 3/3 your attacks ignore 9% of the target's armor and Rupture deals 30% more damage (3% and 10% per rank), and all 3 points are needed for Hemorrhage.
- Elusiveness 2/2: At 2/2 Vanish and Blind come back 90 sec sooner (45 sec at 1/2), so Vanish is ready to drop threat far more often.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that raises your dodge chance by 15% for 7 sec and lets your next Ambush or Garrote within 7 sec skip the Stealth requirement, and its dodge helps if a mob turns on you.
- Preparation 1/1: When activated, it finishes the cooldown on your other Rogue abilities: a second Vanish, Evasion, Sprint or Premeditation when you need one. Death Mark requires it, and it gives you a second Vanish to drop threat.
- Hemorrhage 1/1: Requires Serrated Blades at 3/3. A builder from any side for 100% weapon damage, or 145% with a dagger, that makes the target take 15% more Rupture and Garrote damage from you for 15 sec. On a boss, keep its debuff up for your Rupture and Garrote.
- Boot Knife 5/5: At 5/5 Shank has a 100% chance to add 2 Combo Points to the target (20% per rank), so every Shank is a cheap 2-point builder that also gives Energy back.
- Death Mark 1/1: Requires Preparation. A finisher that marks the target for 6 sec and stores a share of the damage your attacks deal to it, from 12% at 1 combo point to 60% at 5, with Garrote and Rupture damage stored at twice the rate; when the mark ends, the stored damage is dealt at once, up to a cap that grows with Attack Power and crit chance. Subtlety's tier 7 talent opens at 40, and trainers sell rank 2 at 48, rank 3 at 56 and rank 4 at 60. On a boss, use it at 5 points while Rupture and Garrote are ticking.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and the same bonus goes to Death Mark's damage and the rate it stores damage.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), a little safety if a mob turns on you, and the 5 points in tier 1 open Puncturing Wounds.
- Puncturing Wounds 3/3: At 3/3 Backstab has 30% more critical strike chance and a 45% chance to add an extra Combo Point, and Mutilate has 15% more critical strike chance (10%, 15% and 5% per rank), so on a boss most Backstabs crit and many give 2 points.
- Precision 2/3: At 2/3 you have 2% more chance to hit (1% per rank), so fewer Backstabs and finishers miss.
The boss rotation is the level 40 one: bleeds and Hemorrhage's debuff up, Backstab and Shank to build, Death Mark at 5 points while the bleeds tick. Puncturing Wounds gives Backstab a chance at an extra point, so you reach 5 sooner. Ambush rank 5 and Kidney Shot rank 2 come at 50, and Sap rank 3, from 48, holds a Humanoid for up to 45 sec.
Subtlety: Hemorrhage, Setup and Coup de Grace (level 50)
At 50 the PvP build takes all of Setup and Heightened Senses, then goes into Combat for Coup de Grace, which now raises Death Mark's damage and storage rate as well as Eviscerate's, and Lightning Reflexes, whose dodges feed Setup.
- Master of Deception 3/3: At 3/3 enemies are less likely to detect you in Stealth, as if you were 3 levels higher, which matters most against players of your own level.
- Opportunity 5/5: At 5/5 Backstab, Garrote, Ambush and Mutilate deal 20% more damage (4% per rank), which adds to every Ambush and Backstab.
- Dirty Deeds 2/2: At 2/2 Garrote no longer needs you behind the target, and Cheap Shot and Garrote cost 20 less Energy (10 less at 1/2), so Premeditation, Cheap Shot and a finisher leave Energy to spare.
- Improved Ambush 1/3: At 1/3 Ambush has 15% more critical strike chance. The point is mostly there to open tier 5.
- Dirty Tricks 2/2: At 2/2 Sap and Blind cost 50% less Energy (25% at 1/2), so Blind and Sap cost far less.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an extra combo point (33% and 67% at ranks 1 and 2), so after Premeditation a Cheap Shot gives 5.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec, so your opener starts the fight close to a finisher. Before Cheap Shot it takes you straight to 5 points.
- Serrated Blades 3/3: At 3/3 your attacks ignore 9% of the target's armor and Rupture deals 30% more damage (3% and 10% per rank), and all 3 points are needed for Hemorrhage.
- Elusiveness 2/2: At 2/2 Vanish and Blind come back 90 sec sooner (45 sec at 1/2), so you have Vanish and Blind for more fights.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that raises your dodge chance by 15% for 7 sec and lets your next Ambush or Garrote within 7 sec skip the Stealth requirement. It works from any side, and the Stealth-free Ambush or Garrote is a second opener mid-fight.
- Preparation 1/1: When activated, it finishes the cooldown on your other Rogue abilities: a second Vanish, Evasion, Sprint or Premeditation when you need one. Death Mark requires it.
- Hemorrhage 1/1: Requires Serrated Blades at 3/3. A builder from any side for 100% weapon damage, or 145% with a dagger, that makes the target take 15% more Rupture and Garrote damage from you for 15 sec. Players rarely let you stay behind them, so a builder from the front matters.
- Boot Knife 5/5: At 5/5 Shank has a 100% chance to add 2 Combo Points to the target (20% per rank), so every Shank is a cheap 2-point builder that also gives Energy back.
- Death Mark 1/1: Requires Preparation. A finisher that marks the target for 6 sec and stores a share of the damage your attacks deal to it, from 12% at 1 combo point to 60% at 5, with Garrote and Rupture damage stored at twice the rate; when the mark ends, the stored damage is dealt at once, up to a cap that grows with Attack Power and crit chance. Subtlety's tier 7 talent opens at 40, and trainers sell rank 2 at 48, rank 3 at 56 and rank 4 at 60. After Premeditation and Cheap Shot it goes on at 5 points while the target is stunned.
- Setup 3/3: At 3/3 you have a 45% chance to add a Combo Point to your target after dodging its attack or fully resisting one of its spells (15% per rank), and Ghostly Strike and Evasion give you plenty of dodges against melee.
- Heightened Senses 2/2: At 2/2 you detect Stealth as if you were 3 levels higher, and spells and ranged attacks are 4% less likely to hit you (1 level and 2% at 1/2), so casters and Hunters miss you more often, and Stealthed Rogues and Druids are easier to spot.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and the same bonus goes to Death Mark's damage and the rate it stores damage.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), and every dodge is another chance at a Setup point.
The burst is the level 40 one with a bigger Death Mark: Premeditation, Cheap Shot, Death Mark, then Hemorrhage, Shank and Ghostly Strike during the mark, Kidney Shot and Eviscerate. Against melee, every dodge from Ghostly Strike, Evasion or Lightning Reflexes can add a Setup point. Kidney Shot rank 2, from 50, stuns a second longer at every combo point.
Subtlety: Death Mark with Coup de Grace and Malice at 60 (level 60)
At 60 the leveling build goes into Assassination for Malice, Remorseless Attacks and Ruthlessness: more crits on everything, a crit on the first builder after each kill, and a combo point back after many finishers.
- Setup 3/3: At 3/3 you have a 45% chance to add a Combo Point to your target after dodging its attack or fully resisting one of its spells (15% per rank), so attacks you dodge from the mob you're fighting often give a free point.
- Opportunity 5/5: At 5/5 Backstab, Garrote, Ambush and Mutilate deal 20% more damage (4% per rank), and Garrote and Ambush are both openers this build uses.
- Dirty Deeds 1/2: At 1/2 Garrote no longer needs you behind the target, and Cheap Shot and Garrote cost 10 less Energy. That's what the single point is for: a Garrote opener from any side.
- Camouflage 3/3: At 3/3 Stealth slows you 15% less and its cooldown is 6 sec shorter (5% and 2 sec per rank), so you're back in Stealth and at the next target sooner.
- Improved Ambush 3/3: At 3/3 Ambush has 45% more critical strike chance (15% per rank), so the opener you use on most pulls usually crits.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an extra combo point (33% and 67% at ranks 1 and 2), so Ambush opens with 2 points and Cheap Shot with 3.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec, so your opener starts the fight close to a finisher. With an Initiative Ambush right after, you start the fight with 4 points.
- Serrated Blades 3/3: At 3/3 your attacks ignore 9% of the target's armor and Rupture deals 30% more damage (3% and 10% per rank), and all 3 points are needed for Hemorrhage.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that raises your dodge chance by 15% for 7 sec and lets your next Ambush or Garrote within 7 sec skip the Stealth requirement, so it's both a builder and a way back into Ambush mid-fight.
- Preparation 1/1: When activated, it finishes the cooldown on your other Rogue abilities: a second Vanish, Evasion, Sprint or Premeditation when you need one. Death Mark requires it.
- Hemorrhage 1/1: Requires Serrated Blades at 3/3. A builder from any side for 100% weapon damage, or 145% with a dagger, that makes the target take 15% more Rupture and Garrote damage from you for 15 sec. It's still the main builder between Shanks.
- Boot Knife 5/5: At 5/5 Shank has a 100% chance to add 2 Combo Points to the target (20% per rank), so every Shank is a cheap 2-point builder that also gives Energy back.
- Death Mark 1/1: Requires Preparation. A finisher that marks the target for 6 sec and stores a share of the damage your attacks deal to it, from 12% at 1 combo point to 60% at 5, with Garrote and Rupture damage stored at twice the rate; when the mark ends, the stored damage is dealt at once, up to a cap that grows with Attack Power and crit chance. Subtlety's tier 7 talent opens at 40, and trainers sell rank 2 at 48, rank 3 at 56 and rank 4 at 60. Put it up first on a tough mob, then spend the next 6 sec on your hardest hits.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and the same bonus goes to Death Mark's damage and the rate it stores damage.
- Efficient Strikes 2/2: At 2/2 Sinister Strike and Hemorrhage cost 5 less Energy (3 less at 1/2), and Hemorrhage is the builder you press most.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), and every dodge is another chance at a Setup point.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so fewer Hemorrhages and finishers miss.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), the best 5 points outside your own tree.
- Remorseless Attacks 2/2: At 2/2 your next Sinister Strike, Backstab, Ambush, Mutilate or Ghostly Strike within 20 sec of killing a non-trivial enemy gets 40% more critical strike chance (20% at 1/2), so with chained pulls the first Ambush or Ghostly Strike on the next mob often crits.
- Ruthlessness 3/3: At 3/3 your finishing moves have a 60% chance to add a Combo Point to your target (20% per rank), so a finisher often leaves a point toward the next one on the same target.
The rotation doesn't change: Premeditation and Ambush, Hemorrhage and Shank, Death Mark on tough mobs and Eviscerate. Chain your pulls so Remorseless Attacks is still up when the next fight starts. Ambush rank 6 and Sprint rank 3 come at 58, and Rupture's and Eviscerate's last ranks at 60.
Subtlety: Death Mark, Malice and Improved Slice and Dice at 60 (level 60)
At 60 the group build finishes Precision and goes into Assassination for Malice and Improved Slice and Dice, and puts its last point in Efficient Strikes, which since the 4 November build also makes Hemorrhage cheaper.
- Opportunity 5/5: At 5/5 Backstab, Garrote, Ambush and Mutilate deal 20% more damage (4% per rank), and Backstab is your builder for the whole fight.
- Camouflage 3/3: At 3/3 Stealth slows you 15% less and its cooldown is 6 sec shorter (5% and 2 sec per rank), so you're usually back in Stealth before the next pull.
- Improved Ambush 3/3: At 3/3 Ambush has 45% more critical strike chance (15% per rank), so the Ambush that opens each pull usually crits.
- Dirty Tricks 2/2: At 2/2 Sap and Blind cost 50% less Energy (25% at 1/2), so you can Sap before the pull and still have Energy for the opener.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an extra combo point (33% and 67% at ranks 1 and 2), so Ambush opens with 2 points and Cheap Shot with 3.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec, so your opener starts the fight close to a finisher. With an Initiative Ambush right after, you start the fight with 4 points.
- Serrated Blades 3/3: At 3/3 your attacks ignore 9% of the target's armor and Rupture deals 30% more damage (3% and 10% per rank), and all 3 points are needed for Hemorrhage.
- Elusiveness 2/2: At 2/2 Vanish and Blind come back 90 sec sooner (45 sec at 1/2), so Vanish is ready to drop threat far more often.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that raises your dodge chance by 15% for 7 sec and lets your next Ambush or Garrote within 7 sec skip the Stealth requirement, and its dodge helps if a mob turns on you.
- Preparation 1/1: When activated, it finishes the cooldown on your other Rogue abilities: a second Vanish, Evasion, Sprint or Premeditation when you need one. Death Mark requires it, and it gives you a second Vanish to drop threat.
- Hemorrhage 1/1: Requires Serrated Blades at 3/3. A builder from any side for 100% weapon damage, or 145% with a dagger, that makes the target take 15% more Rupture and Garrote damage from you for 15 sec. On a boss, keep its debuff up for your Rupture and Garrote.
- Boot Knife 5/5: At 5/5 Shank has a 100% chance to add 2 Combo Points to the target (20% per rank), so every Shank is a cheap 2-point builder that also gives Energy back.
- Death Mark 1/1: Requires Preparation. A finisher that marks the target for 6 sec and stores a share of the damage your attacks deal to it, from 12% at 1 combo point to 60% at 5, with Garrote and Rupture damage stored at twice the rate; when the mark ends, the stored damage is dealt at once, up to a cap that grows with Attack Power and crit chance. Subtlety's tier 7 talent opens at 40, and trainers sell rank 2 at 48, rank 3 at 56 and rank 4 at 60. On a boss, use it at 5 points while Rupture and Garrote are ticking.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and the same bonus goes to Death Mark's damage and the rate it stores damage.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), a little safety if a mob turns on you, and the 5 points in tier 1 open Puncturing Wounds.
- Puncturing Wounds 3/3: At 3/3 Backstab has 30% more critical strike chance and a 45% chance to add an extra Combo Point, and Mutilate has 15% more critical strike chance (10%, 15% and 5% per rank), so on a boss most Backstabs crit and many give 2 points.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), which helps most against bosses above your level.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), the best 5 points outside your own tree.
- Improved Slice and Dice 3/3: At 3/3 Slice and Dice lasts 45% longer (15% per rank), so more of your finishers go into Rupture and Death Mark.
- Efficient Strikes 1/2: At 1/2 Sinister Strike and Hemorrhage cost 3 less Energy, so the Hemorrhages that keep the debuff up cost a little less.
The boss rotation is the level 40 one: bleeds and Hemorrhage's debuff up, Backstab and Shank, Death Mark at 5 points while the bleeds tick, and Slice and Dice, which now lasts 45% longer. Ambush rank 6 comes at 58, and Rupture's and Backstab's top ranks at 60.
Subtlety: Hemorrhage and Death Mark with Malice at 60 (level 60)
At 60 the PvP build takes Malice and Ruthlessness from Assassination and Quick Getaway, a new tier 4 Subtlety talent that lets you keep two enemies Sapped and gives you speed after each Sap. An earlier version took Murder and Lethality; Murder was replaced by Vigor in the 4 November build, and without it the 10 points that open Lethality's tier no longer fit, so Quick Getaway takes those points.
- Master of Deception 3/3: At 3/3 enemies are less likely to detect you in Stealth, as if you were 3 levels higher, which matters most against players of your own level.
- Opportunity 5/5: At 5/5 Backstab, Garrote, Ambush and Mutilate deal 20% more damage (4% per rank), which adds to every Ambush and Backstab.
- Dirty Deeds 2/2: At 2/2 Garrote no longer needs you behind the target, and Cheap Shot and Garrote cost 20 less Energy (10 less at 1/2), so Premeditation, Cheap Shot and a finisher leave Energy to spare.
- Improved Ambush 1/3: At 1/3 Ambush has 15% more critical strike chance. The point is mostly there to open tier 5.
- Dirty Tricks 2/2: At 2/2 Sap and Blind cost 50% less Energy (25% at 1/2), so Blind and Sap cost far less, and both points are needed for Quick Getaway.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an extra combo point (33% and 67% at ranks 1 and 2), so after Premeditation a Cheap Shot gives 5.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec, so your opener starts the fight close to a finisher. Before Cheap Shot it takes you straight to 5 points.
- Serrated Blades 3/3: At 3/3 your attacks ignore 9% of the target's armor and Rupture deals 30% more damage (3% and 10% per rank), and all 3 points are needed for Hemorrhage.
- Elusiveness 2/2: At 2/2 Vanish and Blind come back 90 sec sooner (45 sec at 1/2), so you have Vanish and Blind for more fights.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that raises your dodge chance by 15% for 7 sec and lets your next Ambush or Garrote within 7 sec skip the Stealth requirement. It works from any side, and the Stealth-free Ambush or Garrote is a second opener mid-fight.
- Preparation 1/1: When activated, it finishes the cooldown on your other Rogue abilities: a second Vanish, Evasion, Sprint or Premeditation when you need one. Death Mark requires it.
- Hemorrhage 1/1: Requires Serrated Blades at 3/3. A builder from any side for 100% weapon damage, or 145% with a dagger, that makes the target take 15% more Rupture and Garrote damage from you for 15 sec. Players rarely let you stay behind them, so a builder from the front matters.
- Boot Knife 5/5: At 5/5 Shank has a 100% chance to add 2 Combo Points to the target (20% per rank), so every Shank is a cheap 2-point builder that also gives Energy back.
- Death Mark 1/1: Requires Preparation. A finisher that marks the target for 6 sec and stores a share of the damage your attacks deal to it, from 12% at 1 combo point to 60% at 5, with Garrote and Rupture damage stored at twice the rate; when the mark ends, the stored damage is dealt at once, up to a cap that grows with Attack Power and crit chance. Subtlety's tier 7 talent opens at 40, and trainers sell rank 2 at 48, rank 3 at 56 and rank 4 at 60. After Premeditation and Cheap Shot it goes on at 5 points while the target is stunned.
- Setup 3/3: At 3/3 you have a 45% chance to add a Combo Point to your target after dodging its attack or fully resisting one of its spells (15% per rank), and Ghostly Strike and Evasion give you plenty of dodges against melee.
- Heightened Senses 2/2: At 2/2 you detect Stealth as if you were 3 levels higher, and spells and ranged attacks are 4% less likely to hit you (1 level and 2% at 1/2), so casters and Hunters miss you more often, and Stealthed Rogues and Druids are easier to spot.
- Coup de Grace 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and the same bonus goes to Death Mark's damage and the rate it stores damage.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), and every dodge is another chance at a Setup point.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), the best 5 points outside your own tree.
- Ruthlessness 3/3: At 3/3 your finishing moves have a 60% chance to add a Combo Point to your target (20% per rank), so a Kidney Shot or Death Mark often leaves a point toward the next finisher.
- Quick Getaway 2/2: Requires Dirty Tricks at 2/2. You can have one more target Sapped at a time, and for 3 sec after each Sap you move 30% faster (15% at 1/2). Against a pair of players, both can be out of the fight before you open.
Against two enemies, Sap both, then open on a third or slip past; Quick Getaway's speed after each Sap gets you into position. The burst is Premeditation, Cheap Shot, Death Mark, then Hemorrhage, Shank and Ghostly Strike during the mark, Kidney Shot and Eviscerate, and Ruthlessness often leaves a point after it. Sprint rank 3 and Kick rank 4 come at 58, and Stealth rank 4 at 60 slows you only 30%.
Checked against WoW Forever build 1.60.1.70862.
Popular builds
Seen in WoW Forever: 5 players (5 characters). How it works: signed-in players upload their Companion addon file (its Your talent builds setting records each character’s talents). Each character counts once per level range, at most 2 of one player’s, and no names are shown. A spec appears once 5 characters from 3 different players at that level range have uploaded, and a build once 2 players run it.
Levels 10–19
4 Rogue characters at Levels 10–19.
- Assassination: Not enough players yet: 1 of the 5 characters needed, from at least 3 different players.
- Combat: Not enough players yet: 2 of the 5 characters needed, from at least 3 different players.
- Subtlety: Not enough players yet: 1 of the 5 characters needed, from at least 3 different players.
Levels 20–29
2 Rogue characters at Levels 20–29.
- Combat: Not enough players yet: 1 of the 5 characters needed, from at least 3 different players.
- Subtlety: Not enough players yet: 1 of the 5 characters needed, from at least 3 different players.
Best in slot gear at any level: Assassination, Combat, Subtlety
Rogue abilities
- Vanished
- Eviscerate (level 1)
- Sinister Strike (level 1)
- Stealth (level 1)
- Backstab (level 4)
- Pick Pocket (level 4)
- Gouge (level 6)
- Evasion (level 8)
- Sap (level 10)
- Slice and Dice (level 10)
- Sprint (level 10)
- Kick (level 12)
- Expose Armor (level 14)
- Garrote (level 14)
- Feint (level 16)
- Ambush (level 18)
- Poised (level 18)
- Rupture (level 20)
- Distract (level 22)
- Vanish (level 22)
- Detect Traps (level 24)
- Shank (level 24)
- Cheap Shot (level 26)
- Disarm Trap (level 30)
- Kidney Shot (level 30)
- Blind (level 34)
- Safe Fall (level 40)
No longer trainer abilities in the live client
Common questions
What's the best race for a Rogue in WoW Forever?
It depends on your faction and spec. ForeverDB's best race for each class lists the picks, and every racial is on the races page. Forever reworked most racials, so Classic advice does not carry over.
Alliance:
- Human: Ruthless adds 1% critical strike chance to all spells and attacks, Will to Survive instantly removes all stuns, and Perception sharply raises stealth detection for 20 sec.
- Night Elf: Quickness adds 1% dodge and 2% movement speed and makes you harder to detect in Stealth, Elune's Light adds 10% critical strike chance for 15 sec, and Shadowmeld drops you out of sight.
- Gnome: Eureka! makes your non-periodic damaging abilities cost 10% less Energy and deal 10% more damage for 8 sec, and Escape Artist frees you from snares and roots.
Horde:
- Orc: Blood Fury raises Attack Power and Spell Power by 10% for 15 sec, and Hardiness shortens stuns by 20%.
- Undead: Will of the Forsaken removes Charm, Fear and Sleep, and Touch of the Grave gives your hits a 20% chance to drain Health (up to 5% of your maximum).
- Troll: Berserking raises attack and casting speed by 10%, and Rapid Regeneration restores half your Health over 6 sec out of combat.
No race is uniquely best for a Rogue; pick for your spec and whether you PvP.
Sources: Which race to play: best races for every class · Races and racials · checked on build 1.60.1.70862Is there a Rogue levelling guide for Forever?
Yes. ForeverDB has a full Rogue levelling guide built from the Forever client: which race to pick, every ability by level, what to press on one or several enemies, class quests, gear and dungeons, and the mistakes new Rogues make.
For talents, the Rogue builds page now has builds at levels 20, 30, 40, 50 and 60 for all three trees (Combat, Assassination and Subtlety), with levelling, group and PvP versions, the reason for every point and a talent calculator, all checked against the current client. Combat is the most forgiving to level with: any one-handed weapon works and you don't need to stand behind the mob.
Everything Forever changed for Rogues is on the Rogue changes page.
Sources: Leveling a Rogue · Rogue talent builds and rotations · Rogue changes in Forever · checked on build 1.60.1.70862How much damage does Mutilate do and when do Rogues get it?
Yes, but at level 40 now, not 30. In the current build Mutilate sits at tier 7 of the Assassination tree and needs Venom at 1/1 first. The cap is 60, so you can reach it.
Rank 1, from the client: instantly attacks with both weapons for 90% weapon damage plus an extra 39 with each weapon, with the damage raised by 20% against poisoned targets, and it awards 2 combo points. It costs 60 Energy. Higher ranks add more flat damage (Rank 2 plus 56, Rank 3 plus 79).
Mutilate needs a dagger in each hand even though the tooltip doesn't say so, and there's no positional requirement, so you don't have to stand behind the target. Everything Forever reworked for Rogues is on the Rogue changes page.
Sources: Mutilate (Forever client) · Rogue changes in Forever · Leveling a Rogue · checked on build 1.60.1.70862Data from the WoW Forever client, build 1.60.1.70862, extracted .