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Rogue Talent builds
Rotations & Guide · PvE guide · PvP guide · Talent builds · Abilities · Talent Calculator · Macros · Changes vs Classic · Poisons
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Rogues are energy-based melee assassins built around combo points, finishers and stealth openers. Forever gives them Mutilate (an Assassination talent at 30) and the Venom finisher (the Assassination capstone, boosting poison damage and application), Coup de Grace for Deadly Poison Eviscerates, and the Combat talents Puncturing Wounds for Backstab crits and Flawless Execution, which makes Eviscerate cheaper.
Assassination: Malice and Relentless Strikes leveling (level 20)
A questing build that stays in Assassination: Malice for crit on everything, Ruthlessness and Relentless Strikes so each finisher helps pay for the next, and Murder for the Humanoid camps you quest through.
- 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 later 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 Slice and Dice, or an Eviscerate that doesn't kill, often leaves a point toward the next finisher on the same target.
- Murder 2/2: At 2/2 you deal 4% more damage to Humanoid and Giant targets (2% at 1/2), and many quest camps are Humanoid.
- Relentless Strikes 1/1: Your finishing moves have a 20% chance per Combo Point to restore 25 Energy, so a 5-point Eviscerate or Slice and Dice is sure to give 25 Energy back. For a single point, nothing else in the first three Assassination tiers does as much for your Energy.
Build combo points with Sinister Strike from the front, or with Backstab when you can get behind a mob with a main-hand dagger, and finish with a 5-point Eviscerate: at 5 points Relentless Strikes always hands back 25 Energy, so the next mob starts sooner. On longer fights spend the first 1 or 2 points on Slice and Dice; Ruthlessness often puts a point straight back on the target for the Eviscerate that follows. If most of what you fight are Beasts, swap Murder for Remorseless Attacks, whose 2 points give the first builder after each kill 40% more critical strike chance. At 30 this build carries on into Lethality, Improved Poisons, Cold Blood and Mutilate.
Assassination: Slice and Dice and Relentless Strikes for groups (level 20)
For dungeons, where fights last long enough to keep Slice and Dice up: Improved Slice and Dice stretches it, Ruthlessness puts combo points back, Relentless Strikes refunds Energy and Malice adds crit to everything.
- 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 later 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). In a long dungeon fight the target lives through your Slice and Dice and most Eviscerates, so the points are rarely wasted.
- Improved Slice and Dice 2/3: At 2/3 Slice and Dice lasts 30% longer (15% per rank, 45% at 3/3), so it drops less often and costs fewer combo points to keep up. The third rank would cost Ruthlessness or Relentless Strikes at this level.
- Relentless Strikes 1/1: Your finishing moves have a 20% chance per Combo Point to restore 25 Energy, and that includes Slice and Dice: a 5-point refresh gives the 25 Energy straight back.
Stand behind the target. Put Slice and Dice up with the first 1 or 2 points, then build with Backstab if you carry a main-hand dagger, or Sinister Strike with any other weapon, and spend 5 points on Eviscerate. Refresh Slice and Dice with 5 points shortly before it ends, since Relentless Strikes and Ruthlessness trigger on it too. Keep 25 Energy for Kick on caster pulls, and use Feint when you get close to the tank's threat, especially after a big Eviscerate crit. If you also quest with this build, swap Improved Slice and Dice for Murder.
Assassination: Mutilate leveling (level 30)
At 30 Assassination reaches Mutilate, a builder that hits with both weapons and awards 2 combo points. The way down goes through Malice, Remorseless Attacks, Ruthlessness, Murder, Relentless Strikes, Lethality, Improved Poisons and Cold Blood, which all help a Mutilate and Eviscerate rotation.
- 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 later open Lethality.
- Remorseless Attacks 2/2: At 2/2 the first 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 opening Mutilate 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 on the same target.
- Murder 2/2: At 2/2 you deal 4% more damage to Humanoid and Giant targets (2% at 1/2), and many quest camps are Humanoid.
- Relentless Strikes 1/1: Your finishing moves have a 20% chance per Combo Point to restore 25 Energy, so a 5-point Eviscerate or Slice and Dice is sure to give 25 Energy back. For a single point, nothing else in the first three Assassination tiers does as much for your Energy.
- Lethality 2/5: Requires Malice at 5/5. At 2/5 Mutilate, Sinister Strike, Backstab, Gouge, Ghostly Strike and Hemorrhage deal 8% more critical strike damage (4% per rank, 20% at 5/5), and the two points complete the 15 that tier 4 needs.
- Improved Poisons 4/5: At 4/5 your poisons have 8% more chance to apply and a 40% chance not to use up a charge (2% and 10% per rank). Poisons land more often and last longer on the weapon, and Mutilate hits harder on a poisoned target.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit on demand. Save it for a 5-point Eviscerate on a tough mob.
- Mutilate 1/1: Mutilate attacks with both weapons for 75% weapon damage plus 17 with each, deals 20% more damage against poisoned targets and awards 2 Combo Points, so two Mutilates bring you to 4. It works from any side, but the client's spell data requires a dagger in each hand, even though the tooltip doesn't say so. Trainers sell rank 2 at 40.
Keep a poison on each weapon if you have them: the client lists Instant Poison from level 20 and Deadly Poison from level 30, though how Forever players get poisons isn't confirmed yet. Open with Cheap Shot (from 26) on dangerous mobs, or Garrote, then build with Mutilate: it costs 60 Energy but awards 2 combo points, so you reach 5 points in about three presses. Finish with a 5-point Eviscerate; Coup de Grace, learned at 30, makes it hit harder for each Deadly Poison application on the target. Save Cold Blood for a tough mob. Mutilate hits with both weapons and the client lists it as needing a dagger in each hand, so an off-hand dagger upgrade raises its damage too. Kidney Shot at 30 gives you a finisher stun for casters and runners.
Assassination: Mutilate and poisons for groups (level 30)
Built for longer dungeon fights: Improved Slice and Dice and Ruthlessness keep Slice and Dice up, Improved Poisons makes your poisons land more often for Mutilate and Coup de Grace, and Mutilate builds 2 combo points at a 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 later 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), which on a long boss fight means cheaper Slice and Dice upkeep.
- Improved Slice and Dice 3/3: At 3/3 Slice and Dice lasts 45% longer (15% per rank), so it drops less often during long dungeon fights.
- Relentless Strikes 1/1: Your finishing moves have a 20% chance per Combo Point to restore 25 Energy, so every 5-point Eviscerate or Slice and Dice gives 25 Energy back.
- Lethality 3/5: Requires Malice at 5/5. At 3/5 Mutilate, Sinister Strike and Backstab deal 12% more critical strike damage (4% per rank), and the points complete the 15 that tier 4 needs.
- Improved Poisons 4/5: At 4/5 your poisons have 8% more chance to apply and a 40% chance not to use up a charge (2% and 10% per rank), which helps build Deadly Poison applications on a boss for Coup de Grace.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit on demand. Use it on a 5-point Eviscerate once Deadly Poison has stacked on the boss.
- Mutilate 1/1: Mutilate attacks with both weapons for 75% weapon damage plus 17 with each, deals 20% more damage against poisoned targets and awards 2 Combo Points, so two Mutilates bring you to 4. It works from any side, but the client's spell data requires a dagger in each hand, even though the tooltip doesn't say so. Trainers sell rank 2 at 40.
Put Deadly Poison on one weapon for bosses: Coup de Grace, learned at 30, makes Eviscerate deal more for each application on the target, and the client's Deadly Poison stacks up to 5 times. Instant Poison on the other weapon adds steady damage. Keep Slice and Dice up, build with Mutilate from behind the tank's target and spend 5 points on Eviscerate, with Cold Blood on one of them. Assassination has no area damage at this level, so on trash stay on the tank's target and spend points before it dies. Kick casters and Kidney Shot a dangerous add if it isn't immune to stuns.
Assassination: Seal Fate and Venom leveling (level 40)
At 40 the leveling build finishes Lethality and Improved Poisons, takes all of Seal Fate and reaches Venom, the Assassination capstone: Mutilate crits add extra combo points, and Venom makes your poisons hit harder between Eviscerates.
- 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 later open Lethality.
- Remorseless Attacks 2/2: At 2/2 the first 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 opening Mutilate 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 on the same target.
- Murder 2/2: At 2/2 you deal 4% more damage to Humanoid and Giant targets (2% at 1/2), and many quest camps are Humanoid.
- Relentless Strikes 1/1: Your finishing moves have a 20% chance per Combo Point to restore 25 Energy, so a 5-point Eviscerate or Slice and Dice is sure to give 25 Energy back. For a single point, nothing else in the first three Assassination tiers does as much for your Energy.
- Lethality 5/5: Requires Malice at 5/5. At 5/5 Mutilate, Sinister Strike, Backstab, Gouge, Ghostly Strike and Hemorrhage deal 20% more critical strike damage (4% per rank), and Seal Fate turns those crits into extra combo points as well.
- Improved Poisons 5/5: At 5/5 your poisons have 10% more chance to apply and a 50% chance not to use up a charge (2% and 10% per rank), so Deadly Poison stacks quickly for Coup de Grace and Mutilate's bonus against poisoned targets is almost always on.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit on demand. Save it for a 5-point Eviscerate on a tough mob.
- Mutilate 1/1: Mutilate attacks with both weapons for 75% weapon damage plus a flat bonus with each, deals 20% more damage against poisoned targets and awards 2 Combo Points. The client's spell data requires a dagger in each hand. The flat bonus grows with the trainer ranks: 25 with each weapon at rank 2 (level 40), 36 at rank 3 (50) and 50 at rank 4 (60).
- Seal Fate 5/5: At 5/5 every critical strike from an ability that adds Combo Points adds another one (20% per rank). Mutilate hits with both weapons, so a crit on either hand counts, and with Malice and Lethality you often reach 5 points in two presses.
- Venom 1/1: Requires Mutilate. A finishing move that makes your poisons deal 30% more damage and gives them 10% more chance to apply, for 9 sec at 1 point up to 21 sec at 5. The client lists it as Assassination's tier 7 talent, open at 40 with 30 points spent above it.
Level 40 is above the beta's level 30 cap, so this build is worked out from the client's talents and spells and nobody has played it yet. Keep poisons on both weapons and open with Cheap Shot or Garrote, then build with Mutilate: with Seal Fate a crit on either weapon adds a point, so two presses often give you 5. On a mob that will live a while, spend one finisher on Venom and the next on Eviscerate; on short fights skip Venom and go straight to Eviscerate. Blind, from 34, takes a second mob out of the fight for up to 10 sec. Cold Blood still makes one Eviscerate a sure crit.
Assassination: Seal Fate and Venom for groups (level 40)
The group build at 40: Lethality and Improved Poisons to 5/5, one point of Vigor to reach 25 points above Seal Fate, all of Seal Fate, then Venom for boss fights where poisons tick for the whole fight.
- 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 later 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), which on a long boss fight means cheaper Slice and Dice upkeep.
- Improved Slice and Dice 3/3: At 3/3 Slice and Dice lasts 45% longer (15% per rank), so it drops less often during long dungeon fights.
- Relentless Strikes 1/1: Your finishing moves have a 20% chance per Combo Point to restore 25 Energy, so every 5-point Eviscerate or Slice and Dice gives 25 Energy back.
- Lethality 5/5: Requires Malice at 5/5. At 5/5 Mutilate, Sinister Strike, Backstab, Gouge, Ghostly Strike and Hemorrhage deal 20% more critical strike damage (4% per rank), and Seal Fate turns those crits into extra combo points as well.
- Improved Poisons 5/5: At 5/5 your poisons have 10% more chance to apply and a 50% chance not to use up a charge (2% and 10% per rank), so Deadly Poison stacks quickly for Coup de Grace and Mutilate's bonus against poisoned targets is almost always on.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit on demand. Use it on a 5-point Eviscerate once Deadly Poison has stacked on the boss.
- Mutilate 1/1: Mutilate attacks with both weapons for 75% weapon damage plus a flat bonus with each, deals 20% more damage against poisoned targets and awards 2 Combo Points. The client's spell data requires a dagger in each hand. The flat bonus grows with the trainer ranks: 25 with each weapon at rank 2 (level 40), 36 at rank 3 (50) and 50 at rank 4 (60).
- Vigor 1/2: At 1/2 your maximum Energy rises by 5, which lets you pool a little more before a Cold Blood Eviscerate; the point also completes the 25 Seal Fate needs.
- Seal Fate 5/5: At 5/5 every critical strike from an ability that adds Combo Points adds another one (20% per rank). Mutilate hits with both weapons, so a crit on either hand counts, and with Malice and Lethality you often reach 5 points in two presses.
- Venom 1/1: Requires Mutilate. A finishing move that makes your poisons deal 30% more damage and gives them 10% more chance to apply, for 9 sec at 1 point up to 21 sec at 5. The client lists it as Assassination's tier 7 talent, open at 40 with 30 points spent above it.
Level 40 is above the current level 30 cap, so this is planned from the client's data and hasn't been played. On a boss, keep Slice and Dice up, build with Mutilate from behind the tank's target and alternate finishers: Venom when it's about to drop, then a 5-point Eviscerate, with Cold Blood on one of them once Deadly Poison has stacked for Coup de Grace. On trash that dies fast, skip Venom. Kick casters, and Feint if you get close to the tank's threat.
Assassination: Venom with Vile Poisons and Improved Eviscerate (level 50)
Ten more points at 50: all of Vile Poisons, so Venom and Deadly Poison hit harder, then Improved Eviscerate and two points of Lightning Reflexes from Combat's first tier.
- 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 later open Lethality.
- Remorseless Attacks 2/2: At 2/2 the first 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 opening Mutilate 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 on the same target.
- Murder 2/2: At 2/2 you deal 4% more damage to Humanoid and Giant targets (2% at 1/2), and many quest camps are Humanoid.
- Relentless Strikes 1/1: Your finishing moves have a 20% chance per Combo Point to restore 25 Energy, so a 5-point Eviscerate or Slice and Dice is sure to give 25 Energy back. For a single point, nothing else in the first three Assassination tiers does as much for your Energy.
- Lethality 5/5: Requires Malice at 5/5. At 5/5 Mutilate, Sinister Strike, Backstab, Gouge, Ghostly Strike and Hemorrhage deal 20% more critical strike damage (4% per rank), and Seal Fate turns those crits into extra combo points as well.
- Improved Poisons 5/5: At 5/5 your poisons have 10% more chance to apply and a 50% chance not to use up a charge (2% and 10% per rank), so Deadly Poison stacks quickly for Coup de Grace and Mutilate's bonus against poisoned targets is almost always on.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit on demand. Save it for a 5-point Eviscerate on a tough mob.
- Mutilate 1/1: Mutilate attacks with both weapons for 75% weapon damage plus a flat bonus with each, deals 20% more damage against poisoned targets and awards 2 Combo Points. The client's spell data requires a dagger in each hand. The flat bonus grows with the trainer ranks: 25 with each weapon at rank 2 (level 40), 36 at rank 3 (50) and 50 at rank 4 (60).
- Seal Fate 5/5: At 5/5 every critical strike from an ability that adds Combo Points adds another one (20% per rank). Mutilate hits with both weapons, so a crit on either hand counts, and with Malice and Lethality you often reach 5 points in two presses.
- Venom 1/1: Requires Mutilate. A finishing move that makes your poisons deal 30% more damage and gives them 10% more chance to apply, for 9 sec at 1 point up to 21 sec at 5. The client lists it as Assassination's tier 7 talent, open at 40 with 30 points spent above it.
- 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). Venom and Deadly Poison both multiply with it, so it's worth more here than at 30.
- Improved Eviscerate 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and Eviscerate is still the finisher that ends most fights.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank) while you take every hit yourself, and the points open Puncturing Wounds.
This is planned from the client data for a level the beta hasn't reached: the cap is still 30. The rotation is the level 40 one with bigger numbers. Mutilate rank 3 and Kidney Shot rank 2 arrive at 50, and Slice and Dice rank 2 at 42 makes it worth keeping up on longer fights. Improved Eviscerate adds 20% to the finisher you use most, and the two Lightning Reflexes points open Puncturing Wounds for the level 60 build. Vanish rank 2, from 42, is your way out of a pull that went wrong.
Assassination: Venom and Puncturing Wounds for groups (level 50)
At 50 the group build fills Vigor, then takes Improved Eviscerate, Lightning Reflexes and Puncturing Wounds from Combat for harder Eviscerates and more Mutilate crits, with a first point of 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 later 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), which on a long boss fight means cheaper Slice and Dice upkeep.
- Improved Slice and Dice 3/3: At 3/3 Slice and Dice lasts 45% longer (15% per rank), so it drops less often during long dungeon fights.
- Relentless Strikes 1/1: Your finishing moves have a 20% chance per Combo Point to restore 25 Energy, so every 5-point Eviscerate or Slice and Dice gives 25 Energy back.
- Lethality 5/5: Requires Malice at 5/5. At 5/5 Mutilate, Sinister Strike, Backstab, Gouge, Ghostly Strike and Hemorrhage deal 20% more critical strike damage (4% per rank), and Seal Fate turns those crits into extra combo points as well.
- Improved Poisons 5/5: At 5/5 your poisons have 10% more chance to apply and a 50% chance not to use up a charge (2% and 10% per rank), so Deadly Poison stacks quickly for Coup de Grace and Mutilate's bonus against poisoned targets is almost always on.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit on demand. Use it on a 5-point Eviscerate once Deadly Poison has stacked on the boss.
- Mutilate 1/1: Mutilate attacks with both weapons for 75% weapon damage plus a flat bonus with each, deals 20% more damage against poisoned targets and awards 2 Combo Points. The client's spell data requires a dagger in each hand. The flat bonus grows with the trainer ranks: 25 with each weapon at rank 2 (level 40), 36 at rank 3 (50) and 50 at rank 4 (60).
- Vigor 2/2: At 2/2 your maximum Energy rises by 10 (5 per rank), so you can pool for a Mutilate and a finisher back to back.
- Seal Fate 5/5: At 5/5 every critical strike from an ability that adds Combo Points adds another one (20% per rank). Mutilate hits with both weapons, so a crit on either hand counts, and with Malice and Lethality you often reach 5 points in two presses.
- Venom 1/1: Requires Mutilate. A finishing move that makes your poisons deal 30% more damage and gives them 10% more chance to apply, for 9 sec at 1 point up to 21 sec at 5. The client lists it as Assassination's tier 7 talent, open at 40 with 30 points spent above it.
- Improved Eviscerate 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), on top of Coup de Grace's bonus for each Deadly Poison application.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank) for the moments a mob turns on you; the points open Puncturing Wounds.
- Puncturing Wounds 3/3: At 3/3 Mutilate gets 15% more critical strike chance (5% per rank), and each crit feeds Seal Fate.
- Vile Poisons 1/5: At 1/5 your poisons deal 4% more damage and get an 8% chance to resist dispel effects; the point starts a talent the next levels finish.
The beta stops at 30, so this level 50 build is planned from the client's talents and hasn't been played. Puncturing Wounds gives Mutilate 15% more critical strike chance, and each crit is a Seal Fate combo point, so your 5-point finishers come faster. Mutilate rank 3 and Kidney Shot rank 2 arrive at 50. The rest of Vile Poisons comes at 60.
Assassination: Mutilate, Seal Fate and Venom at 60 (level 60)
The level 60 version adds Precision and Puncturing Wounds from Combat for hit and Mutilate crits, and Vigor and Improved Kidney Shot to finish the top of Assassination.
- 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 later open Lethality.
- Remorseless Attacks 2/2: At 2/2 the first 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 opening Mutilate 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 on the same target.
- Murder 2/2: At 2/2 you deal 4% more damage to Humanoid and Giant targets (2% at 1/2), and many quest camps are Humanoid.
- Relentless Strikes 1/1: Your finishing moves have a 20% chance per Combo Point to restore 25 Energy, so a 5-point Eviscerate or Slice and Dice is sure to give 25 Energy back. For a single point, nothing else in the first three Assassination tiers does as much for your Energy.
- Lethality 5/5: Requires Malice at 5/5. At 5/5 Mutilate, Sinister Strike, Backstab, Gouge, Ghostly Strike and Hemorrhage deal 20% more critical strike damage (4% per rank), and Seal Fate turns those crits into extra combo points as well.
- Improved Poisons 5/5: At 5/5 your poisons have 10% more chance to apply and a 50% chance not to use up a charge (2% and 10% per rank), so Deadly Poison stacks quickly for Coup de Grace and Mutilate's bonus against poisoned targets is almost always on.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit on demand. Save it for a 5-point Eviscerate on a tough mob.
- Mutilate 1/1: Mutilate attacks with both weapons for 75% weapon damage plus a flat bonus with each, deals 20% more damage against poisoned targets and awards 2 Combo Points. The client's spell data requires a dagger in each hand. The flat bonus grows with the trainer ranks: 25 with each weapon at rank 2 (level 40), 36 at rank 3 (50) and 50 at rank 4 (60).
- Seal Fate 5/5: At 5/5 every critical strike from an ability that adds Combo Points adds another one (20% per rank). Mutilate hits with both weapons, so a crit on either hand counts, and with Malice and Lethality you often reach 5 points in two presses.
- Venom 1/1: Requires Mutilate. A finishing move that makes your poisons deal 30% more damage and gives them 10% more chance to apply, for 9 sec at 1 point up to 21 sec at 5. The client lists it as Assassination's tier 7 talent, open at 40 with 30 points spent above it.
- 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). Venom and Deadly Poison both multiply with it, so it's worth more here than at 30.
- Improved Eviscerate 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and Eviscerate is still the finisher that ends most fights.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank) while you take every hit yourself, and the points open Puncturing Wounds.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so fewer Mutilates and poisons are wasted on misses.
- Puncturing Wounds 3/3: At 3/3 Mutilate gets 15% more critical strike chance (5% per rank), and every Mutilate crit is a Seal Fate combo point. The Backstab part of the talent is a bonus if you ever level with a dagger in the main hand only.
- Vigor 2/2: At 2/2 your maximum Energy rises by 10 (5 per rank), so you can pool for a Mutilate and a finisher back to back.
- 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). Kidney Shot rank 2, learned at 50, stuns a second longer at every combo point, so the window grows too.
Level 60 is the launch cap, but the beta only goes to 30, so treat this as a plan from the client's data rather than something tested. Puncturing Wounds gives Mutilate 15% more critical strike chance, which feeds Seal Fate, and Precision means fewer misses against level 60 mobs. Mutilate rank 4 and Eviscerate rank 9 come at 60. Kidney Shot a caster or a runner, then hit it hard during the stun: Improved Kidney Shot adds 10% damage while it lasts.
Assassination: Venom, Vile Poisons and Precision at 60 (level 60)
The level 60 group build: Vile Poisons to 5/5, Precision for hit, Murder for the many Humanoid and Giant bosses, and one point of Improved Expose Armor for groups that need you to keep armor 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 later 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), which on a long boss fight means cheaper Slice and Dice upkeep.
- Improved Slice and Dice 3/3: At 3/3 Slice and Dice lasts 45% longer (15% per rank), so it drops less often during long dungeon fights.
- Relentless Strikes 1/1: Your finishing moves have a 20% chance per Combo Point to restore 25 Energy, so every 5-point Eviscerate or Slice and Dice gives 25 Energy back.
- Lethality 5/5: Requires Malice at 5/5. At 5/5 Mutilate, Sinister Strike, Backstab, Gouge, Ghostly Strike and Hemorrhage deal 20% more critical strike damage (4% per rank), and Seal Fate turns those crits into extra combo points as well.
- Improved Poisons 5/5: At 5/5 your poisons have 10% more chance to apply and a 50% chance not to use up a charge (2% and 10% per rank), so Deadly Poison stacks quickly for Coup de Grace and Mutilate's bonus against poisoned targets is almost always on.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit on demand. Use it on a 5-point Eviscerate once Deadly Poison has stacked on the boss.
- Mutilate 1/1: Mutilate attacks with both weapons for 75% weapon damage plus a flat bonus with each, deals 20% more damage against poisoned targets and awards 2 Combo Points. The client's spell data requires a dagger in each hand. The flat bonus grows with the trainer ranks: 25 with each weapon at rank 2 (level 40), 36 at rank 3 (50) and 50 at rank 4 (60).
- Vigor 2/2: At 2/2 your maximum Energy rises by 10 (5 per rank), so you can pool for a Mutilate and a finisher back to back.
- Seal Fate 5/5: At 5/5 every critical strike from an ability that adds Combo Points adds another one (20% per rank). Mutilate hits with both weapons, so a crit on either hand counts, and with Malice and Lethality you often reach 5 points in two presses.
- Venom 1/1: Requires Mutilate. A finishing move that makes your poisons deal 30% more damage and gives them 10% more chance to apply, for 9 sec at 1 point up to 21 sec at 5. The client lists it as Assassination's tier 7 talent, open at 40 with 30 points spent above it.
- Improved Eviscerate 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), on top of Coup de Grace's bonus for each Deadly Poison application.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank) for the moments a mob turns on you; the points open Puncturing Wounds.
- Puncturing Wounds 3/3: At 3/3 Mutilate gets 15% more critical strike chance (5% per rank), and each 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). Venom and Deadly Poison both multiply with it, so it's worth more here than at 30.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), which bosses above your level make more valuable.
- Murder 2/2: At 2/2 you deal 4% more damage to Humanoid and Giant targets (2% at 1/2), and many dungeon bosses are one or the other.
- Improved Expose Armor 1/2: At 1/2 Expose Armor costs 5 less Energy and refunds 1 Combo Point when cast with 5, which makes it less of a loss on a long boss where no Warrior is putting Sunder Armor up.
Level 60 is above the beta's level 30 cap, so this is a plan from the client data, not a tested build. The rotation is Slice and Dice, Mutilate, Venom and Eviscerate, with Cold Blood on a big Eviscerate. Precision means fewer of those miss against a boss. Use Expose Armor only when your group has no Warrior keeping Sunder Armor up and the physical damage dealers would gain from it.
Assassination: Eviscerate burst with a longer Gouge (level 20)
A level 20 PvP build: Malice for crit, three points in Improved Gouge for the only incapacitate you can use once a fight has started, and three in Combat's Improved Eviscerate for a harder finisher. It skips the tier 2 and 3 Assassination talents, which pay off over long fights, for control and burst in short ones.
- Improved Gouge 3/3: At 3/3 Gouge lasts 1.5 sec longer (0.5 sec per rank). Gouge is your only incapacitate once a fight has started at 20, and the extra time lets your Energy refill or lets you get behind the target.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank), so Ambush, Backstab and Eviscerate crit more often.
- Improved Eviscerate 3/3: A Combat tier 1 talent: at 3/3 Eviscerate deals 20% more damage (7% and 13% at ranks 1 and 2), and a 5-point Eviscerate is how most PvP fights end at this level.
Carry a main-hand dagger. Open from Stealth with Ambush from behind, or Garrote if you have no dagger, then build with Backstab while you're behind the target and Sinister Strike once it turns to face you. Spend 4 or 5 points on Eviscerate, sooner if the target is low and might get a heal off; skip Slice and Dice unless the fight will last. Gouge to stop a cast or to let your Energy refill, and save Kick for heals. You have no Cheap Shot, Kidney Shot, Vanish or Blind at 20, so if the opener doesn't leave the target low, use Evasion and Sprint to get out. At 30, respec into the level 30 PvP build, which moves the Improved Eviscerate points back into Assassination on the way to Cold Blood and Mutilate.
Assassination: Mutilate, Cold Blood and Kidney Shot burst (level 30)
At 30 Assassination gets its PvP tools: Cheap Shot and Kidney Shot from the trainer, Cold Blood and Mutilate from the tree. Vile Poisons keeps your poisons on players who can dispel them, and Improved Gouge stays for control between stuns. Unlike the Combat and Subtlety PvP builds it has no survival talents, so it relies on stuns and Vanish to stay safe.
- 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 later open Lethality.
- Ruthlessness 2/3: At 2/3 your finishing moves have a 40% 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. The third rank would cost a point of Lethality or Vile Poisons.
- Relentless Strikes 1/1: Your finishing moves have a 20% chance per Combo Point to restore 25 Energy, so a 5-point Kidney Shot gives 25 Energy back for the builders you use during the stun.
- Lethality 4/5: Requires Malice at 5/5. At 4/5 Mutilate, Sinister Strike, Backstab and Gouge deal 16% more critical strike damage (4% per rank), which is where Assassination's burst comes from.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit on demand. Press it before a 5-point Eviscerate while the target is stunned.
- 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). Paladins, Shamans and Druids can all remove poisons, so dispel resistance is what keeps Crippling Poison on a runner.
- Mutilate 1/1: Mutilate attacks with both weapons for 75% weapon damage plus 17 with each, deals 20% more damage against poisoned targets and awards 2 Combo Points, so two Mutilates bring you to 4. It works from any side, but the client's spell data requires a dagger in each hand, even though the tooltip doesn't say so. Trainers sell rank 2 at 40. After Cheap Shot, one Mutilate gives you 4 points for Kidney Shot.
Open with Cheap Shot for a stun and 2 combo points, Mutilate once for 2 more, then Kidney Shot. While the target is stunned, Mutilate again, press Cold Blood and finish with a 5-point Eviscerate. Kick the heal that follows, and Gouge to hold the target while Kidney Shot's cooldown comes back. Vanish, learned at 22, is your escape or your way back into Stealth for a second Cheap Shot. Keep poisons on both weapons: the client lists Crippling Poison and Instant Poison from level 20 and Deadly Poison from level 30, and Coup de Grace makes Eviscerate hit harder for each Deadly Poison application. Improved Kidney Shot, in the same tier as Mutilate, is the other choice for your last point: at 1/2 enemies stunned by Kidney Shot take 5% more damage from your poisons and attacks.
Assassination: Seal Fate and Improved Kidney Shot burst (level 40)
At 40 the PvP build finishes Lethality, Vile Poisons and Ruthlessness, takes Improved Kidney Shot so a stunned target takes more damage, and all of Seal Fate. It leaves out Venom: in a short burst every combo point goes into Kidney Shot and Eviscerate.
- 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 later 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 Kidney Shot often leaves a point toward the Eviscerate that follows.
- Relentless Strikes 1/1: Your finishing moves have a 20% chance per Combo Point to restore 25 Energy, so a 5-point Kidney Shot gives 25 Energy back for the builders you use during the stun.
- Lethality 5/5: Requires Malice at 5/5. At 5/5 Mutilate, Sinister Strike, Backstab and Gouge deal 20% more critical strike damage (4% per rank), and the crits also feed Seal Fate.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit on demand. Press it before a 5-point Eviscerate while the target is stunned.
- 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 Paladins, Shamans and Druids struggle to clean off Crippling Poison.
- Mutilate 1/1: Mutilate attacks with both weapons for 75% weapon damage plus a flat bonus with each, deals 20% more damage against poisoned targets and awards 2 Combo Points. The client's spell data requires a dagger in each hand. The flat bonus grows with the trainer ranks: 25 with each weapon at rank 2 (level 40), 36 at rank 3 (50) and 50 at rank 4 (60).
- 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), which is your whole burst window.
- Seal Fate 5/5: At 5/5 every critical strike from an ability that adds Combo Points adds another one (20% per rank). Mutilate hits with both weapons, so a crit on either hand counts, and with Malice and Lethality you often reach 5 points in two presses.
Level 40 is above the current level 30 cap, so this is planned from the client's data and nobody has played it. The burst is the level 30 one with more combo points: Cheap Shot, Mutilate, Kidney Shot, Mutilate, Cold Blood, then Eviscerate while Improved Kidney Shot's 10% is still up. Seal Fate makes a crit Mutilate worth 3 points, so you often reach 5 before Kidney Shot. Blind, from 34, takes a healer out for up to 10 sec. If you'd rather have Venom, it costs a point of Ruthlessness.
Assassination: Seal Fate burst with Improved Eviscerate (level 50)
At 50 the PvP build takes Murder, which counts against every player, then Improved Eviscerate, Lightning Reflexes and Precision from Combat.
- 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 later 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 Kidney Shot often leaves a point toward the Eviscerate that follows.
- Relentless Strikes 1/1: Your finishing moves have a 20% chance per Combo Point to restore 25 Energy, so a 5-point Kidney Shot gives 25 Energy back for the builders you use during the stun.
- Lethality 5/5: Requires Malice at 5/5. At 5/5 Mutilate, Sinister Strike, Backstab and Gouge deal 20% more critical strike damage (4% per rank), and the crits also feed Seal Fate.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit on demand. Press it before a 5-point Eviscerate while the target is stunned.
- 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 Paladins, Shamans and Druids struggle to clean off Crippling Poison.
- Mutilate 1/1: Mutilate attacks with both weapons for 75% weapon damage plus a flat bonus with each, deals 20% more damage against poisoned targets and awards 2 Combo Points. The client's spell data requires a dagger in each hand. The flat bonus grows with the trainer ranks: 25 with each weapon at rank 2 (level 40), 36 at rank 3 (50) and 50 at rank 4 (60).
- 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), which is your whole burst window.
- Seal Fate 5/5: At 5/5 every critical strike from an ability that adds Combo Points adds another one (20% per rank). Mutilate hits with both weapons, so a crit on either hand counts, and with Malice and Lethality you often reach 5 points in two presses.
- Improved Eviscerate 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and it's the hit that ends most fights after Kidney Shot.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank) against melee attackers; the points open Combat's second tier.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so Kick, Gouge and your poisons land when they matter.
- Murder 2/2: At 2/2 you deal 4% more damage to Humanoid and Giant targets (2% at 1/2). Player characters count as Humanoid, so this is a flat bonus in PvP.
The beta's cap is 30, so this level 50 build is a plan from the client data and hasn't been tested. Kidney Shot rank 2, learned at 50, stuns for up to 6 seconds at 5 points, a longer window for Mutilate, Cold Blood and Eviscerate. Precision helps Gouge, Kick and Cheap Shot land. The rest of the fight is unchanged: Kick the heal, Gouge between stuns, Vanish to reset.
Assassination: Seal Fate with Endurance and Improved Sprint (level 60)
The level 60 PvP build adds Combat's survival tier: Deflection and Riposte against melee, Endurance for more Sprints and Evasions, and Improved Sprint to break slows, plus Vigor for a bigger Energy pool before a burst.
- 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 later 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 Kidney Shot often leaves a point toward the Eviscerate that follows.
- Relentless Strikes 1/1: Your finishing moves have a 20% chance per Combo Point to restore 25 Energy, so a 5-point Kidney Shot gives 25 Energy back for the builders you use during the stun.
- Lethality 5/5: Requires Malice at 5/5. At 5/5 Mutilate, Sinister Strike, Backstab and Gouge deal 20% more critical strike damage (4% per rank), and the crits also feed Seal Fate.
- Cold Blood 1/1: When activated, your next Sinister Strike, Backstab, Ambush, Eviscerate or Mutilate gets 100% more critical strike chance: a sure crit on demand. Press it before a 5-point Eviscerate while the target is stunned.
- 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 Paladins, Shamans and Druids struggle to clean off Crippling Poison.
- Mutilate 1/1: Mutilate attacks with both weapons for 75% weapon damage plus a flat bonus with each, deals 20% more damage against poisoned targets and awards 2 Combo Points. The client's spell data requires a dagger in each hand. The flat bonus grows with the trainer ranks: 25 with each weapon at rank 2 (level 40), 36 at rank 3 (50) and 50 at rank 4 (60).
- 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), which is your whole burst window.
- Seal Fate 5/5: At 5/5 every critical strike from an ability that adds Combo Points adds another one (20% per rank). Mutilate hits with both weapons, so a crit on either hand counts, and with Malice and Lethality you often reach 5 points in two presses.
- Improved Eviscerate 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and it's the hit that ends most fights after Kidney Shot.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank) against melee attackers; the points open Combat's second tier.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so Kick, Gouge and your poisons land when they matter.
- Murder 2/2: At 2/2 you deal 4% more damage to Humanoid and Giant targets (2% at 1/2). Player characters count as Humanoid, so this is a flat bonus in PvP.
- 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 Sprint and Evasion come back 60% sooner (30% at 1/2), so you have both for far more fights.
- 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 slows no longer stop your escape or your chase.
- Vigor 2/2: At 2/2 your maximum Energy rises by 10 (5 per rank), so you start a burst from Stealth with more Energy banked.
- Riposte 1/1: Requires Deflection at 3/3. After you parry, it strikes for 150% weapon damage and disarms the target: a cheap extra hit, and Warriors, Rogues, Paladins and Shamans lose much of their damage without a weapon.
Level 60 is far above the level 30 beta cap, so this is planned from the client's data, not played. Pool Energy up to Vigor's higher cap, then Cheap Shot, Mutilate and Kidney Shot as before. Endurance brings Sprint and Evasion back 60% sooner and Improved Sprint clears slows when you press it, so you can choose your fights against Hunters, Mages and Warriors. Sprint rank 3, from 58, is faster still. Riposte lights up after a parry; use it on melee classes for the disarm.
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.
- Improved Eviscerate 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 almost every fight.
- Improved Sinister Strike 2/2: At 2/2 Sinister Strike costs 5 less Energy (3 less at 1/2), so your main 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 Dual Wield Specialization in tier 4.
- Endurance 1/2: Rank 1 cuts the cooldowns of Sprint and Evasion by 30%, so your escape and survival buttons are ready for more pulls; the next point, at 21, raises it to 60%.
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, Dual Wield Specialization and Blade Flurry.
Combat: Dagger Backstab for groups (level 20)
For dungeons, where the tank holds the mob and you stand behind it: Puncturing Wounds makes Backstab crit far more often and often add a second combo point, Improved Eviscerate hardens your finisher and Precision helps everything land.
- Improved Eviscerate 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), and it's where your combo points go on every pull.
- Improved Sinister Strike 2/2: At 2/2 Sinister Strike costs 5 less Energy (3 less at 1/2), for the moments you can't get behind the target; the points also complete the 5 in tier 1 that open tier 2.
- Puncturing Wounds 3/3: At 3/3 Backstab gets 30% more critical strike chance and a 45% chance to add an additional Combo Point (10% and 15% per rank), so you reach 5 points with fewer Backstabs. It also gives Mutilate 15% more critical strike chance.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so Backstab, Eviscerate and Kick miss less, and the points complete the 10 that tier 3 needs if you want Endurance at 21.
Carry the best main-hand dagger you can find and stay behind the target. Keep Slice and Dice up on longer pulls, build with Backstab and spend 5 points on Eviscerate; Puncturing Wounds often turns one Backstab into 2 combo points. If a mob turns to face you, use Sinister Strike until you can get behind it again. Keep 25 Energy for Kick on caster pulls, and Feint when you get close to the tank's threat. If you don't have a good dagger, Puncturing Wounds does nothing for you: put those three points into Malice, in Assassination tier 1, for 3% more critical strike chance, and build with Sinister Strike.
Combat: Riposte and Blade Flurry leveling (level 30)
A sturdy solo build: Deflection and Riposte punish mobs that fight you face to face, Endurance brings Evasion and Sprint back quickly, Flawless Execution and Dual Wield Specialization add damage, and Blade Flurry handles two-mob pulls.
- Improved Eviscerate 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 almost every fight.
- Improved Sinister Strike 2/2: At 2/2 Sinister Strike costs 5 less Energy (3 less at 1/2), so your main builder comes around faster.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), which matters when you take every hit yourself while questing.
- 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 Dual Wield Specialization in tier 4.
- 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 Sprint and Evasion come back 60% sooner (30% at 1/2), so your escape and survival buttons are ready for far more pulls.
- Riposte 1/1: Requires Deflection at 3/3. After you parry, it strikes for 150% weapon damage and disarms the target, a cheap extra hit against the weapon-wielding mobs you fight face to face.
- Flawless Execution 1/1: Eviscerate's Energy cost drops by 10, so you can finish more often and waste less Energy on the last hit of a fight.
- Dual Wield Specialization 3/5: Requires Precision at 3/3. At 3/5 your off-hand weapon deals 15% more damage (5% per rank), which boosts every off-hand swing; the points complete the 20 needed for Blade Flurry.
- Blade Flurry 1/1: For 15 sec your melee attack speed rises by 20% and your melee attacks strike an additional nearby opponent: Combat's answer to two-mob pulls, and a burst window on one tough target.
Open with Cheap Shot (from 26) or Garrote, get Slice and Dice up and build with Sinister Strike. Whenever Riposte lights up after a parry, use it. On two-mob pulls, press Blade Flurry and fight both at once instead of Gouging one. Flawless Execution makes Eviscerate cheaper, so finish at 5 points without hesitating. Keep Kidney Shot for casters and mobs that run. Once the cap rises above 30, the rest of Dual Wield Specialization and Hack and Slash, whose bonus depends on your weapon type, are good homes for points.
Combat: Blade Flurry and Puncturing Wounds for groups (level 30)
The group version: no Riposte, since you stand behind mobs. The points go into Puncturing Wounds for dagger Backstabs, Flawless Execution for cheaper Eviscerates, Dual Wield Specialization and Blade Flurry for trash packs.
- Improved Eviscerate 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 almost every fight.
- Improved Sinister Strike 2/2: At 2/2 Sinister Strike costs 5 less Energy (3 less at 1/2), so your main builder comes around faster. Use it when a mob turns to face you.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank) for the moments a mob turns on you; the points help reach the 15 that tier 4 needs.
- Puncturing Wounds 3/3: At 3/3 Backstab gets 30% more critical strike chance and a 45% chance to add an additional Combo Point (10% and 15% per rank), which makes a main-hand dagger the best Combat weapon behind the tank's target.
- 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 Dual Wield Specialization in tier 4.
- Endurance 2/2: At 2/2 Evasion and Sprint come back 60% sooner (30% at 1/2), so Evasion is ready again when you pull threat. Tier 3 has no damage talents, so these are the most useful points on the way to tier 4.
- Flawless Execution 1/1: Eviscerate's Energy cost drops by 10, so more of your Energy goes into Backstabs on a long boss fight.
- Dual Wield Specialization 4/5: Requires Precision at 3/3. At 4/5 your off-hand weapon deals 20% more damage (5% per rank), which adds up over a long boss fight.
- Blade Flurry 1/1: For 15 sec your melee attack speed rises by 20% and your melee attacks strike an additional nearby opponent: Combat's answer to two-mob pulls, and a burst window on one tough target.
Stay behind the target with a main-hand dagger: keep Slice and Dice up, build with Backstab and spend 5 points on Eviscerate. Use Blade Flurry when two mobs stand together, but not near a Sapped or Gouged mob, because the extra hits will break it. Kick casters; if your group needs more interrupts, Improved Kick in tier 4 adds a chance to silence. If you pull threat, Feint first and Evasion second. Without a good dagger, Puncturing Wounds does nothing for you, and the level 30 leveling build is the better choice.
Combat: Adrenaline Rush leveling (level 40)
At 40 the leveling build finishes Dual Wield Specialization, takes four points of Hack and Slash for your weapon type and all of Aggression, and reaches Adrenaline Rush, Combat's capstone.
- Improved Eviscerate 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 almost every fight.
- Improved Sinister Strike 2/2: At 2/2 Sinister Strike costs 5 less Energy (3 less at 1/2), so your main builder comes around faster.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), which matters when you take every hit yourself while questing.
- 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 Dual Wield Specialization in tier 4.
- 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 Sprint and Evasion come back 60% sooner (30% at 1/2), so your escape and survival buttons are ready for far more pulls.
- Riposte 1/1: Requires Deflection at 3/3. After you parry, it strikes for 150% weapon damage and disarms the target, a cheap extra hit against the weapon-wielding mobs you fight face to face.
- Flawless Execution 1/1: Eviscerate's Energy cost drops by 10, so you can finish more often and waste less Energy on the last hit of a fight.
- Dual Wield Specialization 5/5: Requires Precision at 3/3. At 5/5 your off-hand weapon deals 25% more damage (5% per rank), so every off-hand swing and the off-hand part of your auto attacks hits harder.
- Blade Flurry 1/1: For 15 sec your melee attack speed rises by 20% and your melee attacks strike an additional nearby opponent: Combat's answer to two-mob pulls, and a burst window on one tough target.
- Hack and Slash 4/5: At 4/5 the bonus depends on your weapon: with an axe or sword your hits have a 4% chance to trigger an extra attack, with a dagger or fist weapon you gain 4% critical strike chance, and with a mace you ignore 12% of the target's armor (1%, 1% and 3% per rank).
- Aggression 3/3: At 3/3 Sinister Strike, Backstab and Eviscerate deal 6% more damage (2% per rank), which covers both your builder and your finisher for 3 points.
- Adrenaline Rush 1/1: Doubles your Energy regeneration for 15 sec: 100% faster, so a burst of builders and finishers in a short window. Combat's tier 7 talent opens at 40 with 30 points spent above it. Use it with Blade Flurry on a tough mob or boss.
Level 40 is above the beta's level 30 cap, so this build is planned from the client's talents and hasn't been played. Fight as at 30: Slice and Dice, Sinister Strike, 5-point Eviscerate, Riposte after each parry, Blade Flurry on two-mob pulls. Adrenaline Rush doubles your Energy regeneration for its 15 sec, so on a tough pull press it with Blade Flurry and spend the Energy as fast as it comes. Hack and Slash pays out by weapon: an extra attack chance for a sword or axe, crit for a dagger or fist weapon, armor ignored for a mace. Blind, from 34, removes a second mob for up to 10 sec.
Combat: Adrenaline Rush and Blade Flurry for groups (level 40)
The group build at 40 finishes Dual Wield Specialization, takes Aggression and all of Hack and Slash, which gives 5% crit with your main-hand dagger, and reaches Adrenaline Rush.
- Improved Eviscerate 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 almost every fight.
- Improved Sinister Strike 2/2: At 2/2 Sinister Strike costs 5 less Energy (3 less at 1/2), so your main builder comes around faster. Use it when a mob turns to face you.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank) for the moments a mob turns on you; the points help reach the 15 that tier 4 needs.
- Puncturing Wounds 3/3: At 3/3 Backstab gets 30% more critical strike chance and a 45% chance to add an additional Combo Point (10% and 15% per rank), which makes a main-hand dagger the best Combat weapon behind the tank's target.
- 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 Dual Wield Specialization in tier 4.
- Endurance 2/2: At 2/2 Evasion and Sprint come back 60% sooner (30% at 1/2), so Evasion is ready again when you pull threat. Tier 3 has no damage talents, so these are the most useful points on the way to tier 4.
- Flawless Execution 1/1: Eviscerate's Energy cost drops by 10, so more of your Energy goes into Backstabs on a long boss fight.
- Dual Wield Specialization 5/5: Requires Precision at 3/3. At 5/5 your off-hand weapon deals 25% more damage (5% per rank), so every off-hand swing and the off-hand part of your auto attacks hits harder.
- Blade Flurry 1/1: For 15 sec your melee attack speed rises by 20% and your melee attacks strike an additional nearby opponent: Combat's answer to two-mob pulls, and a burst window on one tough target.
- Aggression 3/3: At 3/3 Sinister Strike, Backstab and Eviscerate deal 6% more damage (2% per rank), which covers both your builder and your finisher for 3 points.
- Hack and Slash 5/5: At 5/5 a dagger or fist weapon gives you 5% more critical strike chance (1% per rank), the bonus this dagger build wants; with an axe or sword it's a 5% extra attack chance and with a mace 15% armor ignored.
- Adrenaline Rush 1/1: Doubles your Energy regeneration for 15 sec: 100% faster, so a burst of builders and finishers in a short window. Combat's tier 7 talent opens at 40 with 30 points spent above it. Use it with Blade Flurry on a tough mob or boss.
Level 40 is above the beta's level 30 cap, so this is a plan from the client's data, not a tested build. Stay behind the target with a main-hand dagger: Slice and Dice, Backstab, 5-point Eviscerate. On a boss, use Adrenaline Rush and Blade Flurry together for the biggest 15 sec of damage you have; on trash, keep Blade Flurry for packs with no Sapped or Gouged mob nearby. Feint early if both cooldowns push you close to the tank's threat.
Combat: Adrenaline Rush with Malice and Murder (level 50)
At 50 the leveling build finishes Hack and Slash and Weapon Expertise, then goes into Assassination for Malice's crit and Murder's bonus against Humanoids and Giants.
- Improved Eviscerate 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 almost every fight.
- Improved Sinister Strike 2/2: At 2/2 Sinister Strike costs 5 less Energy (3 less at 1/2), so your main builder comes around faster.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), which matters when you take every hit yourself while questing.
- 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 Dual Wield Specialization in tier 4.
- 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 Sprint and Evasion come back 60% sooner (30% at 1/2), so your escape and survival buttons are ready for far more pulls.
- Riposte 1/1: Requires Deflection at 3/3. After you parry, it strikes for 150% weapon damage and disarms the target, a cheap extra hit against the weapon-wielding mobs you fight face to face.
- Flawless Execution 1/1: Eviscerate's Energy cost drops by 10, so you can finish more often and waste less Energy on the last hit of a fight.
- Dual Wield Specialization 5/5: Requires Precision at 3/3. At 5/5 your off-hand weapon deals 25% more damage (5% per rank), so every off-hand swing and the off-hand part of your auto attacks hits harder.
- Blade Flurry 1/1: For 15 sec your melee attack speed rises by 20% and your melee attacks strike an additional nearby opponent: Combat's answer to two-mob pulls, and a burst window on one tough target.
- Hack and Slash 5/5: At 5/5 the bonus depends on 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).
- Aggression 3/3: At 3/3 Sinister Strike, Backstab and Eviscerate deal 6% more damage (2% per rank), which covers both your builder and your finisher for 3 points.
- Adrenaline Rush 1/1: Doubles your Energy regeneration for 15 sec: 100% faster, so a burst of builders and finishers in a short window. Combat's tier 7 talent opens at 40 with 30 points spent above it. Use it with Blade Flurry on a tough mob or boss.
- Weapon Expertise 2/2: Requires Blade Flurry. At 2/2 your attacks are 2% less likely to be dodged or parried (1% per rank), which matters most against a boss you can't stand behind and against players.
- 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.
- Murder 2/2: At 2/2 you deal 4% more damage to Humanoid and Giant targets (2% at 1/2), and many quest camps are Humanoid.
This level 50 build is a plan from the client data: the beta stops at 30. Nothing about the rotation changes, but Slice and Dice rank 2 (from 42) makes it more worth keeping up, and Kidney Shot rank 2 at 50 stuns a little longer for each point. Malice adds crit to every attack. Murder helps most in the many Humanoid quest camps.
Combat: Adrenaline Rush with Malice and Improved Slice and Dice (level 50)
At 50 the group build finishes Weapon Expertise, then goes into Assassination for Malice's crit and Improved Slice and Dice so the buff lasts through long fights.
- Improved Eviscerate 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 almost every fight.
- Improved Sinister Strike 2/2: At 2/2 Sinister Strike costs 5 less Energy (3 less at 1/2), so your main builder comes around faster. Use it when a mob turns to face you.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank) for the moments a mob turns on you; the points help reach the 15 that tier 4 needs.
- Puncturing Wounds 3/3: At 3/3 Backstab gets 30% more critical strike chance and a 45% chance to add an additional Combo Point (10% and 15% per rank), which makes a main-hand dagger the best Combat weapon behind the tank's target.
- 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 Dual Wield Specialization in tier 4.
- Endurance 2/2: At 2/2 Evasion and Sprint come back 60% sooner (30% at 1/2), so Evasion is ready again when you pull threat. Tier 3 has no damage talents, so these are the most useful points on the way to tier 4.
- Flawless Execution 1/1: Eviscerate's Energy cost drops by 10, so more of your Energy goes into Backstabs on a long boss fight.
- Dual Wield Specialization 5/5: Requires Precision at 3/3. At 5/5 your off-hand weapon deals 25% more damage (5% per rank), so every off-hand swing and the off-hand part of your auto attacks hits harder.
- Blade Flurry 1/1: For 15 sec your melee attack speed rises by 20% and your melee attacks strike an additional nearby opponent: Combat's answer to two-mob pulls, and a burst window on one tough target.
- Aggression 3/3: At 3/3 Sinister Strike, Backstab and Eviscerate deal 6% more damage (2% per rank), which covers both your builder and your finisher for 3 points.
- Hack and Slash 5/5: At 5/5 a dagger or fist weapon gives you 5% more critical strike chance (1% per rank), the bonus this dagger build wants; with an axe or sword it's a 5% extra attack chance and with a mace 15% armor ignored.
- Adrenaline Rush 1/1: Doubles your Energy regeneration for 15 sec: 100% faster, so a burst of builders and finishers in a short window. Combat's tier 7 talent opens at 40 with 30 points spent above it. Use it with Blade Flurry on a tough mob or boss.
- Weapon Expertise 2/2: Requires Blade Flurry. At 2/2 your attacks are 2% less likely to be dodged or parried (1% per rank), which matters most against a boss you can't stand behind and against players.
- 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). Rank 2, learned at 42, raises the attack speed bonus, so keeping it up is worth more from here on.
The beta's level cap is 30, so this level 50 build is planned from the client's data and hasn't been played. Slice and Dice rank 2, learned at 42, gives more attack speed than rank 1, and Improved Slice and Dice makes it last 45% longer, so refresh it less often and spend more finishers on Eviscerate. Weapon Expertise means fewer dodged Backstabs when a boss turns.
Combat: Adrenaline Rush leveling at 60 (level 60)
The level 60 version spends the last points in Assassination: Remorseless Attacks for chain pulls, Ruthlessness and Relentless Strikes to make finishers pay for themselves, and Improved Slice and Dice, plus a third point of Lightning Reflexes.
- Improved Eviscerate 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 almost every fight.
- Improved Sinister Strike 2/2: At 2/2 Sinister Strike costs 5 less Energy (3 less at 1/2), so your main builder comes around faster.
- Lightning Reflexes 3/5: At 3/5 your dodge chance rises by 3% (1% per rank), which matters when you take every hit yourself while questing.
- 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 Dual Wield Specialization in tier 4.
- 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 Sprint and Evasion come back 60% sooner (30% at 1/2), so your escape and survival buttons are ready for far more pulls.
- Riposte 1/1: Requires Deflection at 3/3. After you parry, it strikes for 150% weapon damage and disarms the target, a cheap extra hit against the weapon-wielding mobs you fight face to face.
- Flawless Execution 1/1: Eviscerate's Energy cost drops by 10, so you can finish more often and waste less Energy on the last hit of a fight.
- Dual Wield Specialization 5/5: Requires Precision at 3/3. At 5/5 your off-hand weapon deals 25% more damage (5% per rank), so every off-hand swing and the off-hand part of your auto attacks hits harder.
- Blade Flurry 1/1: For 15 sec your melee attack speed rises by 20% and your melee attacks strike an additional nearby opponent: Combat's answer to two-mob pulls, and a burst window on one tough target.
- Hack and Slash 5/5: At 5/5 the bonus depends on 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).
- Aggression 3/3: At 3/3 Sinister Strike, Backstab and Eviscerate deal 6% more damage (2% per rank), which covers both your builder and your finisher for 3 points.
- Adrenaline Rush 1/1: Doubles your Energy regeneration for 15 sec: 100% faster, so a burst of builders and finishers in a short window. Combat's tier 7 talent opens at 40 with 30 points spent above it. Use it with Blade Flurry on a tough mob or boss.
- Weapon Expertise 2/2: Requires Blade Flurry. At 2/2 your attacks are 2% less likely to be dodged or parried (1% per rank), which matters most against a boss you can't stand behind and against players.
- 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.
- Murder 2/2: At 2/2 you deal 4% more damage to Humanoid and Giant targets (2% at 1/2), and many quest camps are Humanoid.
- Remorseless Attacks 2/2: At 2/2 the first 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), which helps when 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 many finishers leave a point toward the next one.
- Relentless Strikes 1/1: Your finishing moves have a 20% chance per Combo Point to restore 25 Energy, so every 5-point finisher gives 25 Energy back.
- Improved Slice and Dice 3/3: At 3/3 Slice and Dice lasts 45% longer (15% per rank). Rank 2, learned at 42, raises the attack speed bonus, so keeping it up is worth more from here on.
Level 60 is above the current level 30 cap, so this hasn't been played; it's built from the client's talent data. Relentless Strikes gives 25 Energy back on most 5-point finishers, and with Adrenaline Rush that adds up to a lot of Sinister Strikes. Improved Slice and Dice keeps the buff up across a whole pull. Sprint rank 3 at 58 helps you reach the next camp sooner.
Combat: Adrenaline Rush and Lethality at 60 (level 60)
The level 60 group build adds Ruthlessness, Murder and Relentless Strikes, then Lethality for harder Backstab crits.
- Improved Eviscerate 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 almost every fight.
- Improved Sinister Strike 2/2: At 2/2 Sinister Strike costs 5 less Energy (3 less at 1/2), so your main builder comes around faster. Use it when a mob turns to face you.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank) for the moments a mob turns on you; the points help reach the 15 that tier 4 needs.
- Puncturing Wounds 3/3: At 3/3 Backstab gets 30% more critical strike chance and a 45% chance to add an additional Combo Point (10% and 15% per rank), which makes a main-hand dagger the best Combat weapon behind the tank's target.
- 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 Dual Wield Specialization in tier 4.
- Endurance 2/2: At 2/2 Evasion and Sprint come back 60% sooner (30% at 1/2), so Evasion is ready again when you pull threat. Tier 3 has no damage talents, so these are the most useful points on the way to tier 4.
- Flawless Execution 1/1: Eviscerate's Energy cost drops by 10, so more of your Energy goes into Backstabs on a long boss fight.
- Dual Wield Specialization 5/5: Requires Precision at 3/3. At 5/5 your off-hand weapon deals 25% more damage (5% per rank), so every off-hand swing and the off-hand part of your auto attacks hits harder.
- Blade Flurry 1/1: For 15 sec your melee attack speed rises by 20% and your melee attacks strike an additional nearby opponent: Combat's answer to two-mob pulls, and a burst window on one tough target.
- Aggression 3/3: At 3/3 Sinister Strike, Backstab and Eviscerate deal 6% more damage (2% per rank), which covers both your builder and your finisher for 3 points.
- Hack and Slash 5/5: At 5/5 a dagger or fist weapon gives you 5% more critical strike chance (1% per rank), the bonus this dagger build wants; with an axe or sword it's a 5% extra attack chance and with a mace 15% armor ignored.
- Adrenaline Rush 1/1: Doubles your Energy regeneration for 15 sec: 100% faster, so a burst of builders and finishers in a short window. Combat's tier 7 talent opens at 40 with 30 points spent above it. Use it with Blade Flurry on a tough mob or boss.
- Weapon Expertise 2/2: Requires Blade Flurry. At 2/2 your attacks are 2% less likely to be dodged or parried (1% per rank), which matters most against a boss you can't stand behind and against players.
- 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). Rank 2, learned at 42, raises the attack speed bonus, so keeping it up is worth more from here on.
- Ruthlessness 2/3: At 2/3 your finishing moves have a 40% chance to add a Combo Point to your target (20% per rank), so Slice and Dice refreshes often start the next Eviscerate early.
- Murder 2/2: At 2/2 you deal 4% more damage to Humanoid and Giant targets (2% at 1/2), and many dungeon bosses are one or the other.
- Relentless Strikes 1/1: Your finishing moves have a 20% chance per Combo Point to restore 25 Energy, so every 5-point finisher gives 25 Energy back.
- Lethality 5/5: Requires Malice at 5/5. At 5/5 Backstab, Sinister Strike and Gouge deal 20% more critical strike damage (4% per rank), and Puncturing Wounds makes Backstab crit often.
Level 60 is above the current level 30 cap, so this is planned from the client's data. Lethality adds 20% to the crit damage of Backstab, and with Puncturing Wounds, Malice and Hack and Slash a lot of your Backstabs crit. Relentless Strikes and Ruthlessness keep your finishers coming. Expose Armor is worth a finisher only on a long boss with no Warrior's Sunder Armor up.
Combat: Riposte and Improved Eviscerate (level 20)
A level 20 PvP build that punishes melee: Deflection raises your parry chance and opens Riposte, which disarms whoever you parried, Improved Eviscerate makes your finisher hit harder, and Lightning Reflexes and Precision add dodge and hit. Against casters Riposte rarely lights up, so Kick and Gouge do the work there.
- Improved Eviscerate 3/3: At 3/3 Eviscerate deals 20% more damage (7% and 13% at ranks 1 and 2), and a 5-point Eviscerate ends most fights at this level.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank) against melee attackers; with Improved Eviscerate the points complete the 5 in tier 1 that open tier 2.
- Deflection 3/3: At 3/3 your parry chance rises by 6% (2% per rank). More parries mean more Riposte, and all 3 points are needed for it.
- Precision 2/3: At 2/3 you have 2% more chance to hit (1% per rank), so Gouge, Kick and your builders miss less; the points complete the 10 that tier 3 needs.
- Riposte 1/1: Requires Deflection at 3/3. After you parry, it strikes for 150% weapon damage and disarms the target. Against Warriors, Rogues, Paladins and Shamans a disarm takes away much of their damage.
Open from Stealth with Garrote, or Ambush if you carry a main-hand dagger, then build with Sinister Strike and finish with Eviscerate at 4 or 5 points. Use Riposte the moment it lights up after a parry: it's cheap, and a disarmed Warrior or Rogue loses most of their damage. Gouge when you need a breather or the target starts a cast you can't Kick, and let your Energy refill before you hit again, because any damage breaks Gouge. Use Evasion early against melee classes rather than at low health. If you're losing, Gouge and Sprint away. At 30 the build adds Endurance, Improved Sprint, Improved Kick, Flawless Execution and Blade Flurry.
Combat: Riposte, Improved Sprint and Blade Flurry (level 30)
At 30 the PvP build keeps Riposte and adds Endurance for more Evasions and Sprints, Improved Sprint to break slows, Improved Kick to silence casters, Flawless Execution for cheaper Eviscerates and Blade Flurry for burst. The dungeon build spends those points on Puncturing Wounds, Improved Sinister Strike and Dual Wield Specialization, which give more steady damage but no snare breaker or disarm.
- Improved Eviscerate 3/3: At 3/3 Eviscerate deals 20% more damage (7% and 13% at ranks 1 and 2); it's the finisher you land during Kidney Shot.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank) against melee attackers; the points complete tier 1.
- 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 miss less, and the third point opens Dual Wield Specialization.
- Riposte 1/1: Requires Deflection at 3/3. After you parry, it strikes for 150% weapon damage and disarms the target. Against Warriors, Rogues, Paladins and Shamans a disarm takes away much of their damage.
- Endurance 2/2: At 2/2 Sprint and Evasion come back 60% sooner (30% at 1/2), so you have both for far more fights, and sometimes twice in a long one.
- 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.
- 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's Energy cost drops by 10, so you have Energy left for Kick after a Kidney Shot and Eviscerate.
- Dual Wield Specialization 1/5: Requires Precision at 3/3. At 1/5 your off-hand weapon deals 5% more damage; the point completes the 20 needed for Blade Flurry.
- 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, and extra damage when two enemies stand together.
Open with Cheap Shot, put a short Slice and Dice up in longer fights and build with Sinister Strike, then Kidney Shot at 3 to 5 points and press Blade Flurry during the stun. Use Riposte whenever it lights up after a parry. Kick a healer to lock the school and silence them, then Gouge to hold them. When a Mage, Hunter or Warrior slows you, Sprint clears it, and Endurance brings Sprint back fast. Keep Blade Flurry away from anyone you've Sapped or Gouged, since the extra hits break it. Vanish, from level 22, is your last resort.
Combat: Adrenaline Rush and Weapon Expertise (level 40)
At 40 the PvP build fills Lightning Reflexes for dodge, adds a point of Dual Wield Specialization, then Aggression, Weapon Expertise so players dodge and parry you less, and Adrenaline Rush for burst.
- Improved Eviscerate 3/3: At 3/3 Eviscerate deals 20% more damage (7% and 13% at ranks 1 and 2); it's the finisher you land during 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 miss less, and the third point opens Dual Wield Specialization.
- Riposte 1/1: Requires Deflection at 3/3. After you parry, it strikes for 150% weapon damage and disarms the target. Against Warriors, Rogues, Paladins and Shamans a disarm takes away much of their damage.
- Endurance 2/2: At 2/2 Sprint and Evasion come back 60% sooner (30% at 1/2), so you have both for far more fights, and sometimes twice in a long one.
- 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.
- 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's Energy cost drops by 10, so you have Energy left for Kick after a Kidney Shot and Eviscerate.
- Dual Wield Specialization 2/5: Requires Precision at 3/3. At 2/5 your off-hand weapon deals 10% more damage (5% per rank); the point helps reach the 25 points Aggression and Weapon Expertise need.
- 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, and extra damage when two enemies stand together.
- Aggression 3/3: At 3/3 Sinister Strike, Backstab and Eviscerate deal 6% more damage (2% per rank), which covers both your builder and your finisher for 3 points.
- Weapon Expertise 2/2: Requires Blade Flurry. At 2/2 your attacks are 2% less likely to be dodged or parried (1% per rank), which matters most against a boss you can't stand behind and against players.
- Adrenaline Rush 1/1: Doubles your Energy regeneration for 15 sec: 100% faster, so a burst of builders and finishers in a short window. Combat's tier 7 talent opens at 40 with 30 points spent above it. Use it with Blade Flurry on a tough mob or boss.
Level 40 is above the beta's level 30 cap, so this build comes from the client's talent data and hasn't been played. Open with Cheap Shot, build with Sinister Strike and Kidney Shot at 3 to 5 points, then press Adrenaline Rush and Blade Flurry during the stun for the most damage in the shortest time. Lightning Reflexes and Evasion make melee classes miss a lot, and Riposte still lights up after a parry. Blind, from 34, takes a healer out for up to 10 sec.
Combat: Adrenaline Rush with Hack and Slash and Malice (level 50)
At 50 the PvP build takes all of Hack and Slash for your weapon type, then Malice from Assassination for 5% crit on everything.
- Improved Eviscerate 3/3: At 3/3 Eviscerate deals 20% more damage (7% and 13% at ranks 1 and 2); it's the finisher you land during 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 miss less, and the third point opens Dual Wield Specialization.
- Riposte 1/1: Requires Deflection at 3/3. After you parry, it strikes for 150% weapon damage and disarms the target. Against Warriors, Rogues, Paladins and Shamans a disarm takes away much of their damage.
- Endurance 2/2: At 2/2 Sprint and Evasion come back 60% sooner (30% at 1/2), so you have both for far more fights, and sometimes twice in a long one.
- 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.
- 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's Energy cost drops by 10, so you have Energy left for Kick after a Kidney Shot and Eviscerate.
- Dual Wield Specialization 2/5: Requires Precision at 3/3. At 2/5 your off-hand weapon deals 10% more damage (5% per rank); the point helps reach the 25 points Aggression and Weapon Expertise need.
- 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, and extra damage when two enemies stand together.
- Aggression 3/3: At 3/3 Sinister Strike, Backstab and Eviscerate deal 6% more damage (2% per rank), which covers both your builder and your finisher for 3 points.
- Weapon Expertise 2/2: Requires Blade Flurry. At 2/2 your attacks are 2% less likely to be dodged or parried (1% per rank), which matters most against a boss you can't stand behind and against players.
- Adrenaline Rush 1/1: Doubles your Energy regeneration for 15 sec: 100% faster, so a burst of builders and finishers in a short window. Combat's tier 7 talent opens at 40 with 30 points spent above it. Use it with Blade Flurry on a tough mob or boss.
- Hack and Slash 5/5: At 5/5 the bonus depends on 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 beta's cap is 30, so this is a level 50 plan from the client data. Kidney Shot rank 2, from 50, stuns for 2 to 6 seconds, which leaves more room for Adrenaline Rush inside the stun. Hack and Slash pays out by weapon: with a sword or axe, extra attacks; with a mace, armor ignored; with a dagger or fist, crit. Vanish rank 2 (42) still breaks movement impairing effects on the way out.
Combat: Adrenaline Rush, Improved Gouge and Murder at 60 (level 60)
The level 60 PvP build adds Improved Gouge for a longer incapacitate, Murder for more damage against players, Ruthlessness and Relentless Strikes for cheaper finishers, and a third point of Dual Wield Specialization.
- Improved Eviscerate 3/3: At 3/3 Eviscerate deals 20% more damage (7% and 13% at ranks 1 and 2); it's the finisher you land during 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 miss less, and the third point opens Dual Wield Specialization.
- Riposte 1/1: Requires Deflection at 3/3. After you parry, it strikes for 150% weapon damage and disarms the target. Against Warriors, Rogues, Paladins and Shamans a disarm takes away much of their damage.
- Endurance 2/2: At 2/2 Sprint and Evasion come back 60% sooner (30% at 1/2), so you have both for far more fights, and sometimes twice in a long one.
- 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.
- 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's Energy cost drops by 10, so you have Energy left for Kick after a Kidney Shot and Eviscerate.
- Dual Wield Specialization 3/5: Requires Precision at 3/3. At 3/5 your off-hand weapon deals 15% more damage (5% per rank).
- 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, and extra damage when two enemies stand together.
- Aggression 3/3: At 3/3 Sinister Strike, Backstab and Eviscerate deal 6% more damage (2% per rank), which covers both your builder and your finisher for 3 points.
- Weapon Expertise 2/2: Requires Blade Flurry. At 2/2 your attacks are 2% less likely to be dodged or parried (1% per rank), which matters most against a boss you can't stand behind and against players.
- Adrenaline Rush 1/1: Doubles your Energy regeneration for 15 sec: 100% faster, so a burst of builders and finishers in a short window. Combat's tier 7 talent opens at 40 with 30 points spent above it. Use it with Blade Flurry on a tough mob or boss.
- Hack and Slash 5/5: At 5/5 the bonus depends on 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.
- Murder 2/2: At 2/2 you deal 4% more damage to Humanoid and Giant targets (2% at 1/2). Player characters count as Humanoid, so this is a flat bonus in PvP.
- 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.
- Relentless Strikes 1/1: Your finishing moves have a 20% chance per Combo Point to restore 25 Energy, so a 5-point Kidney Shot gives 25 Energy back for builders during the stun.
Level 60 is above the current level 30 cap, so this hasn't been played; every number comes from the client. Gouge, now 1.5 sec longer, bridges the gap between Kidney Shots. Ruthlessness often gives a point back after Kidney Shot, and Relentless Strikes 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 dagger build for players who like to open every pull from Stealth: Opportunity boosts Ambush and Backstab, Improved Ambush makes the opener crit, Camouflage gets you back into Stealth sooner, Setup turns dodges into combo points, and Ghostly Strike is a front-facing builder with a dodge bonus.
- Opportunity 2/2: At 2/2 Backstab, Garrote and Ambush deal 10% more damage (5% at 1/2), and you have all three by level 18. It also boosts Mutilate.
- Camouflage 3/5: At 3/5 Stealth slows you 9% less and its cooldown is 4 sec shorter (2 sec at 1/5, up to 15% and 6 sec at 5/5), so you get back into Stealth and to the next mob faster.
- 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.
- Setup 2/3: At 2/3 you have a 67% chance to add a Combo Point to your target after dodging one of its attacks or fully resisting one of its spells (33% at 1/3, 100% at 3/3). Since the 1 October build it only counts when the mob you dodged is your current target, so a second mob's attacks don't help. Ghostly Strike's dodge bonus and Evasion make it trigger often while your target is hitting you.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that also raises your dodge chance by 15% for 7 sec. It doesn't need you behind the target.
Carry a dagger in your main hand. Sneak behind the mob and Ambush, then build with Ghostly Strike whenever it's ready and Backstab or Sinister Strike otherwise, and finish with Eviscerate. Ghostly Strike's dodge bonus helps while the mob is hitting you, and Setup turns some of the attacks you dodge from your target into combo points. Between pulls, re-enter Stealth as soon as its shorter cooldown allows. Elusiveness is skipped at 20 because Vanish isn't learned until 22 and Blind until 34. At 30 the build adds Initiative, Premeditation, Serrated Blades and Hemorrhage.
Subtlety: Opportunity Backstab for groups (level 20)
Dungeons are where Subtlety's dagger bonuses shine at 20: you stay behind the mob, so Opportunity boosts every Backstab, Improved Ambush makes the opener crit, and Dirty Tricks halves Sap's Energy cost so you can Sap and still open.
- Opportunity 2/2: At 2/2 Backstab, Garrote and Ambush deal 10% more damage (5% at 1/2), and you have all three by level 18. It also boosts Mutilate.
- Camouflage 3/5: At 3/5 Stealth slows you 9% less and its cooldown is 4 sec shorter (2 sec at 1/5, up to 15% and 6 sec at 5/5), so you can restealth between pulls for another Ambush.
- Improved Ambush 3/3: At 3/3 Ambush has 45% more critical strike chance (15% per rank), so the opener on the tank's target usually crits.
- Dirty Tricks 2/2: At 2/2 Sap and Blind cost 50% less Energy (25% at 1/2). Sap one Humanoid before the pull and you still have the Energy for Ambush.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that also raises your dodge chance by 15% for 7 sec. It doesn't need you behind the target.
Stay in Stealth while the tank pulls. Sap one Humanoid first if the pull needs it, then Ambush the tank's target from behind once it has the mob's attention. Use Ghostly Strike whenever it's ready, fill with Backstab, keep Slice and Dice up and finish with Eviscerate. Feint when you get close to the tank's threat, and keep Energy for Kick. Camouflage gets you back into Stealth between pulls for the next Ambush.
Subtlety: Hemorrhage and Initiative leveling (level 30)
Adds Initiative and Premeditation for fast openers, the last Setup point, and Serrated Blades into Hemorrhage, a cheap builder that works from any side and makes your Rupture hit harder.
- Opportunity 2/2: At 2/2 Backstab, Garrote and Ambush deal 10% more damage (5% at 1/2), and you have all three by level 18. It also boosts Mutilate.
- Camouflage 4/5: At 4/5 Stealth slows you 12% less and its cooldown is 5 sec shorter, so you get back into Stealth and to the next mob faster.
- 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.
- Setup 3/3: At 3/3 you have a 100% chance to add a Combo Point to your target after dodging one of its attacks or fully resisting one of its spells (33% and 67% at ranks 1 and 2), so every attack you dodge from the mob you're fighting is a free point. Since the 1 October build, dodges against other mobs don't count.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that also raises your dodge chance by 15% for 7 sec. It doesn't need you behind the target.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an additional combo point (33% and 67% at ranks 1 and 2), so Ambush opens with 2 points and Cheap Shot with 3.
- 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.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec. With an Initiative Ambush right after, you start the fight with 4 points.
- Hemorrhage 1/1: Requires Serrated Blades at 3/3. A builder for 100% weapon damage, or 145% with a dagger, from any side, that also makes the target take 15% more Rupture damage from you for 15 sec.
Open with Premeditation and Ambush from behind for 4 combo points, or Premeditation and Cheap Shot for 5 on a dangerous mob. Build with Hemorrhage from any side and Ghostly Strike when it's ready, and finish with Eviscerate on short fights or Rupture on long ones, which Serrated Blades and Hemorrhage both boost. Setup gives you a combo point whenever you dodge your target's attack. Vanish lets you escape, or restealth for a second Ambush.
Subtlety: Hemorrhage and Rupture for groups (level 30)
For dungeon bosses, where Rupture runs its full length: Serrated Blades and Hemorrhage both raise Rupture damage, Serrated Blades ignores armor on every attack, and Elusiveness brings Vanish back sooner for a second Ambush.
- Opportunity 2/2: At 2/2 Backstab, Garrote and Ambush deal 10% more damage (5% at 1/2), and you have all three by level 18. It also boosts Mutilate.
- Camouflage 3/5: At 3/5 Stealth slows you 9% less and its cooldown is 4 sec shorter, so you can restealth between pulls for another Ambush.
- Improved Ambush 3/3: At 3/3 Ambush has 45% more critical strike chance (15% per rank), so the opener on the tank's target usually crits.
- Dirty Tricks 2/2: At 2/2 Sap and Blind cost 50% less Energy (25% at 1/2), so a Sap before the pull still leaves Energy for Ambush.
- Elusiveness 2/2: At 2/2 Vanish and Blind come back 90 sec sooner (45 sec at 1/2), so a mid-fight Vanish, to drop threat or open with Ambush again, is ready more often.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that also raises your dodge chance by 15% for 7 sec. It doesn't need you behind the target.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an additional combo point (33% and 67% at ranks 1 and 2), so each opener is worth 2 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.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec: with Ambush right after, your first Rupture or Slice and Dice comes early.
- Hemorrhage 1/1: Requires Serrated Blades at 3/3. A builder for 100% weapon damage, or 145% with a dagger, that makes the target take 15% more Rupture damage from you for 15 sec, so keep it on the boss.
Open with Premeditation and Ambush once the tank has the boss. Keep Slice and Dice up and Hemorrhage's debuff on the target, and use 5-point Ruptures on targets that will live for the full duration. Use Eviscerate on trash that dies quickly. Backstab from behind when you have Energy to spare, and Ghostly Strike when it's ready. Feint when you get close to the tank's threat, and Vanish if a mob turns on you anyway.
Subtlety: Hemorrhage, Quietus and Thousand Cuts leveling (level 40)
At 40 the leveling build finishes Camouflage, takes Dirty Deeds and Preparation, then all of Quietus and Thousand Cuts, Subtlety's capstone, which makes Hemorrhage cheaper while Rupture ticks.
- Opportunity 2/2: At 2/2 Backstab, Garrote and Ambush deal 10% more damage (5% at 1/2), and you have all three by level 18. It also boosts Mutilate.
- Camouflage 5/5: At 5/5 Stealth slows you 15% less and its cooldown is 6 sec shorter (3% and 2 sec at rank 1), so you're back in Stealth and at the next mob 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.
- Setup 3/3: At 3/3 you have a 100% chance to add a Combo Point to your target after dodging one of its attacks or fully resisting one of its spells (33% and 67% at ranks 1 and 2), so every attack you dodge from the mob you're fighting is a free point. Since the 1 October build, dodges against other mobs don't count.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that also raises your dodge chance by 15% for 7 sec. It doesn't need you behind the target.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an additional combo point (33% and 67% at ranks 1 and 2), so Ambush opens with 2 points and Cheap Shot with 3.
- 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.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec. With an Initiative Ambush right after, you start the fight with 4 points.
- Hemorrhage 1/1: Requires Serrated Blades at 3/3. A builder for 100% weapon damage, or 145% with a dagger, from any side, that also makes the target take 15% more Rupture damage from you for 15 sec.
- Dirty Deeds 2/2: At 2/2 Cheap Shot and Garrote cost 20 less Energy (10 at 1/2), and Garrote no longer needs you behind the target; the 2 points are what open Quietus.
- Preparation 1/1: When activated, it immediately finishes the cooldown on your other Rogue abilities: a second Vanish, Evasion, Sprint or Premeditation when you need one. Thousand Cuts below it needs it.
- Quietus 5/5: Requires Dirty Deeds at 2/2. At 5/5 Sinister Strike, Ghostly Strike and Hemorrhage deal 10% more damage to targets below 35% health (2% per rank), so the end of each fight goes faster.
- Thousand Cuts 1/1: Requires Preparation. Each time Rupture deals periodic damage, your next Hemorrhage or Backstab within 10 sec costs 3 less Energy, stacking up to 5 times, so a Rupture on a long fight pays for several Hemorrhages. Subtlety's tier 7 talent, open at 40 with 30 points spent above it.
Level 40 is above the beta's level 30 cap, so this build is planned from the client's talents and has not been played. Open with Premeditation and Ambush, or Premeditation and Cheap Shot on a dangerous mob, which Dirty Deeds makes 20 Energy cheaper. Put a Rupture up on anything that will live long enough, because each tick makes your next Hemorrhage cheaper through Thousand Cuts, then build with Hemorrhage and finish with Eviscerate. Quietus speeds up the last 35% of each fight. Preparation gives you a second Vanish or Evasion when a pull goes wrong.
Subtlety: Cutthroat and Thousand Cuts for groups (level 40)
The group build at 40 takes Heightened Senses against caster damage, a fourth point of Camouflage, Preparation, all of Cutthroat for extra Ambushes on bosses, and Thousand Cuts to make Backstab cheaper while Rupture ticks.
- Opportunity 2/2: At 2/2 Backstab, Garrote and Ambush deal 10% more damage (5% at 1/2), and you have all three by level 18. It also boosts Mutilate.
- Camouflage 4/5: At 4/5 Stealth slows you 12% less and its cooldown is 5 sec shorter, so you can restealth between pulls for another Ambush.
- Improved Ambush 3/3: At 3/3 Ambush has 45% more critical strike chance (15% per rank), so the opener on the tank's target usually crits.
- Dirty Tricks 2/2: At 2/2 Sap and Blind cost 50% less Energy (25% at 1/2), so a Sap before the pull still leaves Energy for Ambush.
- Elusiveness 2/2: At 2/2 Vanish and Blind come back 90 sec sooner (45 sec at 1/2), so a mid-fight Vanish, to drop threat or open with Ambush again, is ready more often.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that also raises your dodge chance by 15% for 7 sec. It doesn't need you behind the target.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an additional combo point (33% and 67% at ranks 1 and 2), so each opener is worth 2 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.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec: with Ambush right after, your first Rupture or Slice and Dice comes early.
- Hemorrhage 1/1: Requires Serrated Blades at 3/3. A builder for 100% weapon damage, or 145% with a dagger, that makes the target take 15% more Rupture damage from you for 15 sec, so keep it on the boss.
- Heightened Senses 2/2: At 2/2 spells and ranged attacks have 4% less chance to hit you (2% at 1/2), which helps against caster mobs and boss spells; the points also count toward the tiers below.
- Preparation 1/1: When activated, it immediately finishes the cooldown on your other Rogue abilities: a second Vanish for threat or another Ambush, and it's needed for Thousand Cuts.
- Cutthroat 5/5: At 5/5 each Backstab has a 15% chance to let your next Ambush within 10 sec be used without Stealth (3% per rank), so a long boss fight gives you extra Ambushes.
- Thousand Cuts 1/1: Requires Preparation. Each time Rupture deals periodic damage, your next Hemorrhage or Backstab within 10 sec costs 3 less Energy, stacking up to 5 times, so Rupture on a boss makes your Backstabs much cheaper. Subtlety's tier 7 talent, open at 40 with 30 points spent above it.
Level 40 is above the beta's level 30 cap, so this is planned from the client's data and nobody has played it. Open with Premeditation and Ambush, then keep Rupture and Hemorrhage's debuff on the boss and build with Backstab from behind: each Rupture tick makes the next Backstab cheaper through Thousand Cuts, and each Backstab can let you Ambush again without Stealth through Cutthroat. When it does, Ambush at once, since it lasts 10 sec. Preparation gives you a second Vanish to drop threat.
Subtlety: Thousand Cuts with Malice and Murder (level 50)
At 50 the leveling build goes into Assassination: Malice for crit, Murder for Humanoids and Giants, Remorseless Attacks for chain pulls, and a first point of Ruthlessness.
- Opportunity 2/2: At 2/2 Backstab, Garrote and Ambush deal 10% more damage (5% at 1/2), and you have all three by level 18. It also boosts Mutilate.
- Camouflage 5/5: At 5/5 Stealth slows you 15% less and its cooldown is 6 sec shorter (3% and 2 sec at rank 1), so you're back in Stealth and at the next mob 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.
- Setup 3/3: At 3/3 you have a 100% chance to add a Combo Point to your target after dodging one of its attacks or fully resisting one of its spells (33% and 67% at ranks 1 and 2), so every attack you dodge from the mob you're fighting is a free point. Since the 1 October build, dodges against other mobs don't count.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that also raises your dodge chance by 15% for 7 sec. It doesn't need you behind the target.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an additional combo point (33% and 67% at ranks 1 and 2), so Ambush opens with 2 points and Cheap Shot with 3.
- 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.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec. With an Initiative Ambush right after, you start the fight with 4 points.
- Hemorrhage 1/1: Requires Serrated Blades at 3/3. A builder for 100% weapon damage, or 145% with a dagger, from any side, that also makes the target take 15% more Rupture damage from you for 15 sec.
- Dirty Deeds 2/2: At 2/2 Cheap Shot and Garrote cost 20 less Energy (10 at 1/2), and Garrote no longer needs you behind the target; the 2 points are what open Quietus.
- Preparation 1/1: When activated, it immediately finishes the cooldown on your other Rogue abilities: a second Vanish, Evasion, Sprint or Premeditation when you need one. Thousand Cuts below it needs it.
- Quietus 5/5: Requires Dirty Deeds at 2/2. At 5/5 Sinister Strike, Ghostly Strike and Hemorrhage deal 10% more damage to targets below 35% health (2% per rank), so the end of each fight goes faster.
- Thousand Cuts 1/1: Requires Preparation. Each time Rupture deals periodic damage, your next Hemorrhage or Backstab within 10 sec costs 3 less Energy, stacking up to 5 times, so a Rupture on a long fight pays for several Hemorrhages. Subtlety's tier 7 talent, open at 40 with 30 points spent above it.
- 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.
- Murder 2/2: At 2/2 you deal 4% more damage to Humanoid and Giant targets (2% at 1/2), and many quest camps are Humanoid.
- Remorseless Attacks 2/2: At 2/2 the first 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), which helps when you chain pulls.
- Ruthlessness 1/3: At 1/3 your finishing moves have a 20% chance to add a Combo Point to your target; the point opens Assassination's third tier for the level 60 build.
The beta stops at 30, so this level 50 build is a plan from the client data. The rotation is unchanged: Premeditation, Ambush, Rupture, Hemorrhage, Eviscerate. Ambush rank 5 arrives at 50, and Remorseless Attacks makes the Ambush or Hemorrhage on your next mob likely to crit. Slice and Dice rank 2 at 42 helps on long fights.
Subtlety: Thousand Cuts with Puncturing Wounds (level 50)
At 50 the group build goes into Combat for Improved Eviscerate, Lightning Reflexes and Puncturing Wounds, which makes Backstab crit far more often, and two points of Precision.
- Opportunity 2/2: At 2/2 Backstab, Garrote and Ambush deal 10% more damage (5% at 1/2), and you have all three by level 18. It also boosts Mutilate.
- Camouflage 4/5: At 4/5 Stealth slows you 12% less and its cooldown is 5 sec shorter, so you can restealth between pulls for another Ambush.
- Improved Ambush 3/3: At 3/3 Ambush has 45% more critical strike chance (15% per rank), so the opener on the tank's target usually crits.
- Dirty Tricks 2/2: At 2/2 Sap and Blind cost 50% less Energy (25% at 1/2), so a Sap before the pull still leaves Energy for Ambush.
- Elusiveness 2/2: At 2/2 Vanish and Blind come back 90 sec sooner (45 sec at 1/2), so a mid-fight Vanish, to drop threat or open with Ambush again, is ready more often.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that also raises your dodge chance by 15% for 7 sec. It doesn't need you behind the target.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an additional combo point (33% and 67% at ranks 1 and 2), so each opener is worth 2 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.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec: with Ambush right after, your first Rupture or Slice and Dice comes early.
- Hemorrhage 1/1: Requires Serrated Blades at 3/3. A builder for 100% weapon damage, or 145% with a dagger, that makes the target take 15% more Rupture damage from you for 15 sec, so keep it on the boss.
- Heightened Senses 2/2: At 2/2 spells and ranged attacks have 4% less chance to hit you (2% at 1/2), which helps against caster mobs and boss spells; the points also count toward the tiers below.
- Preparation 1/1: When activated, it immediately finishes the cooldown on your other Rogue abilities: a second Vanish for threat or another Ambush, and it's needed for Thousand Cuts.
- Cutthroat 5/5: At 5/5 each Backstab has a 15% chance to let your next Ambush within 10 sec be used without Stealth (3% per rank), so a long boss fight gives you extra Ambushes.
- Thousand Cuts 1/1: Requires Preparation. Each time Rupture deals periodic damage, your next Hemorrhage or Backstab within 10 sec costs 3 less Energy, stacking up to 5 times, so Rupture on a boss makes your Backstabs much cheaper. Subtlety's tier 7 talent, open at 40 with 30 points spent above it.
- Improved Eviscerate 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), your finisher on trash that won't live through a Rupture.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), and the points open Combat's second tier.
- Puncturing Wounds 3/3: At 3/3 Backstab gets 30% more critical strike chance and a 45% chance to add an additional Combo Point (10% and 15% per rank), which makes Backstab the builder for boss fights.
- Precision 2/3: At 2/3 you have 2% more chance to hit (1% per rank), so fewer Backstabs and auto attacks miss on a boss.
The beta's cap is 30, so this level 50 build is a plan from the client data. Puncturing Wounds makes Backstab your main builder on bosses: 30% more crit and a 45% chance at a bonus combo point, and it costs less while Rupture ticks. Use Eviscerate on trash and Rupture on bosses. Ambush rank 5 at 50 makes each Cutthroat Ambush hit harder.
Subtlety: Thousand Cuts with Lethality at 60 (level 60)
The level 60 version finishes Ruthlessness and adds Relentless Strikes, Lethality for harder Hemorrhage and Ambush follow-up crits, and two points of Improved Slice and Dice.
- Opportunity 2/2: At 2/2 Backstab, Garrote and Ambush deal 10% more damage (5% at 1/2), and you have all three by level 18. It also boosts Mutilate.
- Camouflage 5/5: At 5/5 Stealth slows you 15% less and its cooldown is 6 sec shorter (3% and 2 sec at rank 1), so you're back in Stealth and at the next mob 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.
- Setup 3/3: At 3/3 you have a 100% chance to add a Combo Point to your target after dodging one of its attacks or fully resisting one of its spells (33% and 67% at ranks 1 and 2), so every attack you dodge from the mob you're fighting is a free point. Since the 1 October build, dodges against other mobs don't count.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that also raises your dodge chance by 15% for 7 sec. It doesn't need you behind the target.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an additional combo point (33% and 67% at ranks 1 and 2), so Ambush opens with 2 points and Cheap Shot with 3.
- 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.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec. With an Initiative Ambush right after, you start the fight with 4 points.
- Hemorrhage 1/1: Requires Serrated Blades at 3/3. A builder for 100% weapon damage, or 145% with a dagger, from any side, that also makes the target take 15% more Rupture damage from you for 15 sec.
- Dirty Deeds 2/2: At 2/2 Cheap Shot and Garrote cost 20 less Energy (10 at 1/2), and Garrote no longer needs you behind the target; the 2 points are what open Quietus.
- Preparation 1/1: When activated, it immediately finishes the cooldown on your other Rogue abilities: a second Vanish, Evasion, Sprint or Premeditation when you need one. Thousand Cuts below it needs it.
- Quietus 5/5: Requires Dirty Deeds at 2/2. At 5/5 Sinister Strike, Ghostly Strike and Hemorrhage deal 10% more damage to targets below 35% health (2% per rank), so the end of each fight goes faster.
- Thousand Cuts 1/1: Requires Preparation. Each time Rupture deals periodic damage, your next Hemorrhage or Backstab within 10 sec costs 3 less Energy, stacking up to 5 times, so a Rupture on a long fight pays for several Hemorrhages. Subtlety's tier 7 talent, open at 40 with 30 points spent above it.
- 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.
- Murder 2/2: At 2/2 you deal 4% more damage to Humanoid and Giant targets (2% at 1/2), and many quest camps are Humanoid.
- Remorseless Attacks 2/2: At 2/2 the first 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), which helps when 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 many finishers leave a point toward the next one.
- Relentless Strikes 1/1: Your finishing moves have a 20% chance per Combo Point to restore 25 Energy, so every 5-point finisher gives 25 Energy back.
- Lethality 5/5: Requires Malice at 5/5. At 5/5 Hemorrhage, Ghostly Strike, Backstab and Sinister Strike deal 20% more critical strike damage (4% per rank).
- Improved Slice and Dice 2/3: At 2/3 Slice and Dice lasts 30% longer (15% per rank), enough for Slice and Dice rank 2 to cover most pulls.
Level 60 is above the current level 30 cap, so treat this as a plan from the client's data, not a tested build. Lethality adds 20% crit damage to Hemorrhage, Ghostly Strike and Backstab, and Relentless Strikes gives Energy back on 5-point finishers, so you rarely wait on Energy between mobs. Rupture rank 6 and Eviscerate rank 9 come at 60.
Subtlety: Thousand Cuts, Malice and Improved Slice and Dice at 60 (level 60)
The level 60 group build finishes Precision and Camouflage, then takes Malice and Improved Slice and Dice from Assassination.
- Opportunity 2/2: At 2/2 Backstab, Garrote and Ambush deal 10% more damage (5% at 1/2), and you have all three by level 18. It also boosts Mutilate.
- Camouflage 5/5: At 5/5 Stealth slows you 15% less and its cooldown is 6 sec shorter (3% and 2 sec at rank 1), so you're back in Stealth for the next pull's Ambush almost at once.
- Improved Ambush 3/3: At 3/3 Ambush has 45% more critical strike chance (15% per rank), so the opener on the tank's target usually crits.
- Dirty Tricks 2/2: At 2/2 Sap and Blind cost 50% less Energy (25% at 1/2), so a Sap before the pull still leaves Energy for Ambush.
- Elusiveness 2/2: At 2/2 Vanish and Blind come back 90 sec sooner (45 sec at 1/2), so a mid-fight Vanish, to drop threat or open with Ambush again, is ready more often.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that also raises your dodge chance by 15% for 7 sec. It doesn't need you behind the target.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an additional combo point (33% and 67% at ranks 1 and 2), so each opener is worth 2 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.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec: with Ambush right after, your first Rupture or Slice and Dice comes early.
- Hemorrhage 1/1: Requires Serrated Blades at 3/3. A builder for 100% weapon damage, or 145% with a dagger, that makes the target take 15% more Rupture damage from you for 15 sec, so keep it on the boss.
- Heightened Senses 2/2: At 2/2 spells and ranged attacks have 4% less chance to hit you (2% at 1/2), which helps against caster mobs and boss spells; the points also count toward the tiers below.
- Preparation 1/1: When activated, it immediately finishes the cooldown on your other Rogue abilities: a second Vanish for threat or another Ambush, and it's needed for Thousand Cuts.
- Cutthroat 5/5: At 5/5 each Backstab has a 15% chance to let your next Ambush within 10 sec be used without Stealth (3% per rank), so a long boss fight gives you extra Ambushes.
- Thousand Cuts 1/1: Requires Preparation. Each time Rupture deals periodic damage, your next Hemorrhage or Backstab within 10 sec costs 3 less Energy, stacking up to 5 times, so Rupture on a boss makes your Backstabs much cheaper. Subtlety's tier 7 talent, open at 40 with 30 points spent above it.
- Improved Eviscerate 3/3: At 3/3 Eviscerate deals 20% more damage (7% at 1/3, 13% at 2/3), your finisher on trash that won't live through a Rupture.
- Lightning Reflexes 2/5: At 2/5 your dodge chance rises by 2% (1% per rank), and the points open Combat's second tier.
- Puncturing Wounds 3/3: At 3/3 Backstab gets 30% more critical strike chance and a 45% chance to add an additional Combo Point (10% and 15% per rank), which makes Backstab the builder for boss fights.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank), so fewer Backstabs and auto attacks miss on a boss.
- 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). Rank 2, learned at 42, raises the attack speed bonus, so keeping it up is worth more from here on.
Level 60 is above the current level 30 cap, so this is planned from the client's data and untested. The fight is the same as at 50: Premeditation, Ambush, Rupture, Backstab, and an Ambush whenever Cutthroat allows one. Malice adds 5% crit to every attack, and Improved Slice and Dice keeps the buff up on long bosses so more finishers go to Rupture.
Subtlety: Improved Ambush opener (level 20)
An opener build for level 20 PvP: Master of Deception and Camouflage help you reach a target unseen, Opportunity and Improved Ambush make your Ambush hit hard and crit often, and Ghostly Strike adds dodge once the fight turns face to face. It depends on winning the first few seconds.
- Master of Deception 3/3: At 3/3 enemies detect you in Stealth as if you were 3 levels higher (1 level per rank), so you reach the back of a player for Ambush more often.
- Opportunity 2/2: At 2/2 Backstab, Garrote and Ambush deal 10% more damage (5% at 1/2), which is most of your burst at 20.
- Camouflage 2/5: At 2/5 Stealth slows you 6% less and its cooldown is 3 sec shorter, so you close in faster and can restealth sooner after a fight.
- Improved Ambush 3/3: At 3/3 Ambush has 45% more critical strike chance (15% per rank), so your opener crits far more often.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that also raises your dodge chance by 15% for 7 sec. It doesn't need you behind the target. Against melee classes the dodge helps once the opener is over.
Carry a main-hand dagger. Move in Stealth, get behind a target that is busy or hurt, and Ambush. Follow with Backstab while you're still behind, Ghostly Strike when it's ready and Sinister Strike once the target turns to face you, and finish with Eviscerate as soon as the points you have can kill. Gouge to stop a cast or to buy Energy, and Kick heals. If the target survives the opener with plenty of health, don't stay to trade blows: Evasion, Sprint and try again later. If you mostly fight melee classes, Setup in tier 2 is a good use of the Camouflage points: at 2/3 it adds a combo point on 67% of the attacks you dodge from your target.
Subtlety: Preparation and Premeditation openers (level 30)
At 30 Subtlety gets Cheap Shot, Kidney Shot and Vanish from the trainer, and this build reaches Preparation for a second Vanish, Evasion and Sprint. Premeditation and Initiative turn Cheap Shot into a 5-point opener for a full Kidney Shot, Heightened Senses makes you harder to hit with spells and ranged attacks, and Elusiveness and Dirty Tricks make Vanish and Sap easier to use. The dungeon build takes Serrated Blades and Hemorrhage instead.
- Master of Deception 3/3: At 3/3 enemies detect you in Stealth as if you were 3 levels higher (1 level per rank), so your Cheap Shot and Ambush openers land more often.
- Opportunity 2/2: At 2/2 Backstab, Garrote and Ambush deal 10% more damage (5% at 1/2).
- Camouflage 1/5: Rank 1 makes Stealth slow you 3% less and cuts its cooldown by 2 sec; the point completes the 20 needed for Preparation.
- Improved Ambush 3/3: At 3/3 Ambush has 45% more critical strike chance (15% per rank), for the fights you open, or reopen after Vanish, with damage instead of a stun.
- Elusiveness 2/2: At 2/2 Vanish and Blind come back 90 sec sooner (45 sec at 1/2); Vanish is learned at 22 and Blind at 34.
- Dirty Tricks 2/2: At 2/2 Sap and Blind cost 50% less Energy (25% at 1/2), so you can Sap one player and still open on another.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an additional combo point (33% and 67% at ranks 1 and 2), so Cheap Shot opens with 3 points.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that also raises your dodge chance by 15% for 7 sec. It doesn't need you behind the target.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec. Before a Cheap Shot with Initiative, that's 5 points for a full Kidney Shot straight away.
- Heightened Senses 2/2: At 2/2 your Stealth detection works as if you were 3 levels higher and spells and ranged attacks have 4% less chance to hit you (1 level and 2% at 1/2), so you spot other Rogues and Druids sooner.
- Preparation 1/1: When activated, it immediately finishes the cooldown on your other Rogue abilities: a second Vanish, Evasion, Sprint or Premeditation in the same fight.
Open with Premeditation and Cheap Shot, which gives 5 combo points with Initiative, and Kidney Shot at once for the longest stun. Use Ghostly Strike and Backstab while the target is stunned, then Eviscerate. If the fight turns, Vanish and open again; Preparation hands you a second Vanish, Evasion and Sprint, and another Premeditation, when you need them. Against two enemies, Sap one first: Dirty Tricks makes it cheap enough to still open on the other.
Subtlety: Hemorrhage and Quietus with Preparation (level 40)
At 40 the PvP build adds Dirty Deeds for a cheaper Cheap Shot, Serrated Blades and Hemorrhage for a builder that works from any side, and four points of Quietus for the end of a fight. It leaves out Thousand Cuts, which needs long Ruptures.
- Master of Deception 3/3: At 3/3 enemies detect you in Stealth as if you were 3 levels higher (1 level per rank), so your Cheap Shot and Ambush openers land more often.
- Opportunity 2/2: At 2/2 Backstab, Garrote and Ambush deal 10% more damage (5% at 1/2).
- Camouflage 1/5: Rank 1 makes Stealth slow you 3% less and cuts its cooldown by 2 sec; the point completes the 20 needed for Preparation.
- Improved Ambush 3/3: At 3/3 Ambush has 45% more critical strike chance (15% per rank), for the fights you open, or reopen after Vanish, with damage instead of a stun.
- Elusiveness 2/2: At 2/2 Vanish and Blind come back 90 sec sooner (45 sec at 1/2); Vanish is learned at 22 and Blind at 34.
- Dirty Tricks 2/2: At 2/2 Sap and Blind cost 50% less Energy (25% at 1/2), so you can Sap one player and still open on another.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an additional combo point (33% and 67% at ranks 1 and 2), so Cheap Shot opens with 3 points.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that also raises your dodge chance by 15% for 7 sec. It doesn't need you behind the target.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec. Before a Cheap Shot with Initiative, that's 5 points for a full Kidney Shot straight away.
- Heightened Senses 2/2: At 2/2 your Stealth detection works as if you were 3 levels higher and spells and ranged attacks have 4% less chance to hit you (1 level and 2% at 1/2), so you spot other Rogues and Druids sooner.
- Preparation 1/1: When activated, it immediately finishes the cooldown on your other Rogue abilities: a second Vanish, Evasion, Sprint or Premeditation in the same fight.
- Dirty Deeds 2/2: At 2/2 Cheap Shot and Garrote cost 20 less Energy (10 at 1/2), and Garrote no longer needs you behind the target; the 2 points are what open Quietus.
- Serrated Blades 3/3: At 3/3 your attacks ignore 9% of the target's armor (3% per rank), which helps most against Warriors, Paladins and Shamans in mail or plate, and all 3 points are needed for Hemorrhage.
- Hemorrhage 1/1: Requires Serrated Blades at 3/3. A builder for 100% weapon damage, or 145% with a dagger, that works from any side, which matters against players who keep turning to face you.
- Quietus 4/5: Requires Dirty Deeds at 2/2. At 4/5 Sinister Strike, Ghostly Strike and Hemorrhage deal 8% more damage to targets below 35% health (2% per rank), when a player starts to run or call for heals.
Level 40 is above the beta's level 30 cap, so this is planned from the client's data and hasn't been played. Open with Premeditation and Cheap Shot, which costs 20 Energy less with Dirty Deeds and gives 5 points with Initiative, then Kidney Shot at once. Build with Hemorrhage from any angle instead of waiting to get behind for Backstab, and finish with Eviscerate. Once the target is below 35%, Quietus adds to every Hemorrhage and Ghostly Strike. Blind, from 34, is another way to take one enemy out of the fight, and Elusiveness and Dirty Tricks make it cheaper and quicker.
Subtlety: Hemorrhage, Setup and Malice (level 50)
At 50 the PvP build finishes Quietus, takes all of Setup for combo points from dodges, a second point of Camouflage, and Malice from Assassination for crit.
- Master of Deception 3/3: At 3/3 enemies detect you in Stealth as if you were 3 levels higher (1 level per rank), so your Cheap Shot and Ambush openers land more often.
- Opportunity 2/2: At 2/2 Backstab, Garrote and Ambush deal 10% more damage (5% at 1/2).
- Camouflage 2/5: At 2/5 Stealth slows you 6% less and its cooldown is 3 sec shorter, so you get back into Stealth sooner after a fight.
- Improved Ambush 3/3: At 3/3 Ambush has 45% more critical strike chance (15% per rank), for the fights you open, or reopen after Vanish, with damage instead of a stun.
- Elusiveness 2/2: At 2/2 Vanish and Blind come back 90 sec sooner (45 sec at 1/2); Vanish is learned at 22 and Blind at 34.
- Dirty Tricks 2/2: At 2/2 Sap and Blind cost 50% less Energy (25% at 1/2), so you can Sap one player and still open on another.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an additional combo point (33% and 67% at ranks 1 and 2), so Cheap Shot opens with 3 points.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that also raises your dodge chance by 15% for 7 sec. It doesn't need you behind the target.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec. Before a Cheap Shot with Initiative, that's 5 points for a full Kidney Shot straight away.
- Heightened Senses 2/2: At 2/2 your Stealth detection works as if you were 3 levels higher and spells and ranged attacks have 4% less chance to hit you (1 level and 2% at 1/2), so you spot other Rogues and Druids sooner.
- Preparation 1/1: When activated, it immediately finishes the cooldown on your other Rogue abilities: a second Vanish, Evasion, Sprint or Premeditation in the same fight.
- Dirty Deeds 2/2: At 2/2 Cheap Shot and Garrote cost 20 less Energy (10 at 1/2), and Garrote no longer needs you behind the target; the 2 points are what open Quietus.
- Serrated Blades 3/3: At 3/3 your attacks ignore 9% of the target's armor (3% per rank), which helps most against Warriors, Paladins and Shamans in mail or plate, and all 3 points are needed for Hemorrhage.
- Hemorrhage 1/1: Requires Serrated Blades at 3/3. A builder for 100% weapon damage, or 145% with a dagger, that works from any side, which matters against players who keep turning to face you.
- Quietus 5/5: Requires Dirty Deeds at 2/2. At 5/5 Sinister Strike, Ghostly Strike and Hemorrhage deal 10% more damage to targets below 35% health (2% per rank), so the end of each fight goes faster.
- Setup 3/3: At 3/3 you have a 100% chance to add a Combo Point to your target after dodging one of its attacks or fully resisting one of its spells (33% and 67% at ranks 1 and 2). Ghostly Strike and Evasion give you a lot of dodges against melee classes. Since the 1 October build only your target's attacks count.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank); the points also open Assassination's next tiers for the level 60 build.
The beta's cap is 30, so this level 50 build is a plan from the client data. Setup turns every dodge against your target into a combo point, and Ghostly Strike and Evasion give you plenty in a fight with a melee class. Kidney Shot rank 2 at 50 stuns for up to 6 seconds at 5 points after your Premeditation and Cheap Shot opener. Malice adds crit to everything.
Subtlety: Hemorrhage and Lethality at 60 (level 60)
The level 60 PvP build takes Murder for more damage against players, Ruthlessness, and Lethality for harder Hemorrhage, Ghostly Strike and Backstab crits.
- Master of Deception 3/3: At 3/3 enemies detect you in Stealth as if you were 3 levels higher (1 level per rank), so your Cheap Shot and Ambush openers land more often.
- Opportunity 2/2: At 2/2 Backstab, Garrote and Ambush deal 10% more damage (5% at 1/2).
- Camouflage 2/5: At 2/5 Stealth slows you 6% less and its cooldown is 3 sec shorter, so you get back into Stealth sooner after a fight.
- Improved Ambush 3/3: At 3/3 Ambush has 45% more critical strike chance (15% per rank), for the fights you open, or reopen after Vanish, with damage instead of a stun.
- Elusiveness 2/2: At 2/2 Vanish and Blind come back 90 sec sooner (45 sec at 1/2); Vanish is learned at 22 and Blind at 34.
- Dirty Tricks 2/2: At 2/2 Sap and Blind cost 50% less Energy (25% at 1/2), so you can Sap one player and still open on another.
- Initiative 3/3: At 3/3 Ambush, Garrote and Cheap Shot have a 100% chance to add an additional combo point (33% and 67% at ranks 1 and 2), so Cheap Shot opens with 3 points.
- Ghostly Strike 1/1: A builder for 125% weapon damage, or 180% with a main-hand dagger, that also raises your dodge chance by 15% for 7 sec. It doesn't need you behind the target.
- Premeditation 1/1: Adds 2 Combo Points to your target, which you must use or add to within 20 sec. Before a Cheap Shot with Initiative, that's 5 points for a full Kidney Shot straight away.
- Heightened Senses 2/2: At 2/2 your Stealth detection works as if you were 3 levels higher and spells and ranged attacks have 4% less chance to hit you (1 level and 2% at 1/2), so you spot other Rogues and Druids sooner.
- Preparation 1/1: When activated, it immediately finishes the cooldown on your other Rogue abilities: a second Vanish, Evasion, Sprint or Premeditation in the same fight.
- Dirty Deeds 2/2: At 2/2 Cheap Shot and Garrote cost 20 less Energy (10 at 1/2), and Garrote no longer needs you behind the target; the 2 points are what open Quietus.
- Serrated Blades 3/3: At 3/3 your attacks ignore 9% of the target's armor (3% per rank), which helps most against Warriors, Paladins and Shamans in mail or plate, and all 3 points are needed for Hemorrhage.
- Hemorrhage 1/1: Requires Serrated Blades at 3/3. A builder for 100% weapon damage, or 145% with a dagger, that works from any side, which matters against players who keep turning to face you.
- Quietus 5/5: Requires Dirty Deeds at 2/2. At 5/5 Sinister Strike, Ghostly Strike and Hemorrhage deal 10% more damage to targets below 35% health (2% per rank), so the end of each fight goes faster.
- Setup 3/3: At 3/3 you have a 100% chance to add a Combo Point to your target after dodging one of its attacks or fully resisting one of its spells (33% and 67% at ranks 1 and 2). Ghostly Strike and Evasion give you a lot of dodges against melee classes. Since the 1 October build only your target's attacks count.
- Malice 5/5: At 5/5 you have 5% more critical strike chance with all attacks and poisons (1% per rank); the points also open Assassination's next tiers for the level 60 build.
- Murder 2/2: At 2/2 you deal 4% more damage to Humanoid and Giant targets (2% at 1/2). Player characters count as Humanoid, so this is a flat bonus in PvP.
- 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.
- Lethality 5/5: Requires Malice at 5/5. At 5/5 Hemorrhage, Ghostly Strike, Backstab and Gouge deal 20% more critical strike damage (4% per rank).
Level 60 is above the current level 30 cap, so this has not been played; it's worked out from the client data. The opener stays Premeditation, Cheap Shot and Kidney Shot, with Hemorrhage and Ghostly Strike during the stun. Ruthlessness often gives a point back after a finisher. Preparation still means two Vanishes, two Evasions and two Sprints in one fight, and Sprint rank 3 from 58 is faster.
Checked against WoW Forever beta build 1.60.1.70658.
Popular builds
Seen in WoW Forever: 4 players (4 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
3 Rogue characters at Levels 10–19.
- 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
1 Rogue character at Levels 20–29.
- Combat: 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)
- Rupture (level 20)
- Distract (level 22)
- Vanish (level 22)
- Detect Traps (level 24)
- Cheap Shot (level 26)
- Coup de Grace (level 30)
- Disarm Trap (level 30)
- Kidney Shot (level 30)
- Blind (level 34)
- Safe Fall (level 40)
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 a flat 2% critical strike chance to all spells and attacks (no longer sword only), Will to Survive instantly breaks all stuns, and Perception spots stealthed enemies for 20 sec.
- Night Elf: Quickness makes you harder to detect in Stealth and adds 1% dodge with 2% movement speed, Elune's Light adds 10% critical strike chance for 15 sec, and Shadowmeld is a second way to drop 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, Hardiness shortens stuns by 20%, and Savage adds a flat 1% critical strike chance with all attacks (Rogues can use axes in Forever).
- Undead: Will of the Forsaken removes Charm, Fear and Sleep, and Touch of the Grave drains a little Health as you hit.
- 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 1.60.1.70532Is there a Rogue levelling guide for Forever?
Yes. ForeverDB has a full Leveling a Rogue to 30 guide built from the Forever beta 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 has level 20 and level 30 levelling builds for all three trees (Combat, Assassination and Subtlety), with the reason for every point and a talent calculator. 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 to 30 · Rogue talent builds and rotations · Rogue changes in Forever · checked on build 1.60.1.70532How much damage does Mutilate do and when do Rogues get it?
Yes, Rogues can learn Mutilate at level 30, the current beta cap. It is a new Assassination talent in Forever (tier 5) and was not in Classic Era's Rogue tree.
Rank 1, from the Forever client: instantly attacks with both weapons for 75% weapon damage plus 17 with each weapon, with the damage increased by 20% against poisoned targets, and it awards 2 combo points. It costs 60 Energy. There are higher ranks at levels 40, 50 and 60, but those are above the current cap.
Our Rogue levelling guide notes that in the client Mutilate needs a dagger in each hand, even though its tooltip doesn't say so, so keep your second-best dagger for the off hand if you level Assassination.
Sources: Mutilate (Forever client) · Leveling a Rogue to 30 · Rogue changes in Forever · checked on build 1.60.1.70532