Subtlety Rogue DPS Rotation, Cooldowns, and Abilities (WoW MoP 5.3)
In this article, we list your Subtlety Rogue (WoW MoP 5.3) core abilities and how they should be used together (rotation). We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that playing a Subtlety Rogue will face you with.
The other articles of our Subtlety Rogue guide can be accessed from the table of contents on the right.
This guide has been reviewed and approved by Dryaan, one of the best Rogues in the world, who raids in Envy. You can watch his stream on Twitch.
1. Single Target Rotation↑top
- Combo Point builders (by order of priority)
- Use
Ambush when you are in Stealth. - Use
Hemorrhage to apply and maintain the bleed effect it causes on your target.- Reapply Hemorrhage after the bleed effect ends.
- Use
Backstab as your default Combo Point builder. - When you cannot attack your target from behind, then you cannot use
Backstab, so
Hemorrhage becomes your primary Combo Point
builder.
- Use
- Finishing Moves (by order of priority)
- Apply and maintain
Slice and Dice, with 5 Combo Points preferably:- always refresh Slice and Dice when there are between 0 and 2 seconds remaining.
- Apply and maintain
Rupture with 5 Combo Points.- If
Garrote or
Crimson Tempest is applied on the target, there is no need to apply
Rupture (thanks to
Sanguinary Vein).
- If
- Use
Eviscerate with 5 Combo Points.
- Apply and maintain
For more information about the optimal opening sequence, refer to our dedicated section.
2. Multiple Target Rotation↑top
When fighting 2 or 3 enemies, simply keep doing your single-target rotation on one of them.
When fighting 4, 5, or 6 enemies, you should sometimes replace
Eviscerate with
Crimson Tempest in your rotation. The idea is to
keep the 12-second bleed effect, from Crimson Tempest, applied on the enemies.
Note that
Crimson Tempest causes you to benefit from
Sanguinary Vein,
so you no longer need to apply and refresh
Rupture.
When fighting 7 or more enemies,
you should abandon your single-target
rotation and spam
Fan of Knives instead. When you reach 5 Combo Points on your target,
use
Crimson Tempest to spend them.
If your main target will die in less than 1 minute and you have chosen
Marked for Death as your Tier 6 talent, then use it on cooldown.
3. Poisons↑top
Your Lethal Poison should always be
Deadly Poison.
Your Non-Lethal Poison depends on the encounter.
- Use
Crippling Poison when you need to slow down a target
(e.g., on Will of the Emperor,
Sha of Fear,
Council of Elders,
Tortos, etc.). Using
Shiv
on a target afflicted by Crippling Poison slows them by an additional
20%. - Use
Mind-numbing Poison against casters (on
Horridon for the adds, for example).
Using
Shiv on a target afflicted by Mind-numbing Poison doubles the
cast time of their next spell. - Use
Paralytic Poison when you need to root (with
Shiv) or
stun enemies (e.g., on Lei Shi,
Council of Elders,
Ji-Kun, etc.). - Use
Leeching Poison otherwise.
4. Cooldowns↑top
You have four main DPS cooldowns.
Shadow Dance enables you to cast your Stealth-only abilities for 8 seconds.
While active, this ability also reduces the Energy cost of
Ambush by 20.
This ability only has a 1-minute cooldown, so you should use it whenever it is available.
Shadow Blades increases your Combo Point regeneration for 12 seconds, on a
3-minute cooldown. Use this ability whenever you can.
Vanish makes you enter Stealth. Use this ability on cooldown, immediately followed
by 1 or 2 casts of
Ambush (depending on whether
Subterfuge is your tier 1 talent).
Proper usage of Vanish greatly increases your
Find Weakness uptime (not to mention that
you can reset its cooldown with
Preparation). if
Rupture
is about to expire, you can apply
Garrote after breaking out of Stealth (thanks to
Subterfuge); this will make you benefit from
Sanguinary Vein for 18 seconds
(during which time you do not need to apply or refresh
Rupture).
Premeditation adds two Combo Points on the target, but it can only be used
while in Stealth, which means that you will have to use it at the pull, when you
use
Vanish and whenever you use
Shadow Dance.
In addition to those, you have a few minor DPS and utility cooldowns.
Redirect is a DPS gain in fights where you have to fight different enemies.
See our Redirect section for more details.
Sprint (in addition to its obvious survival role) can give you
more uptime on the boss, which translates into a direct DPS increase.
So, you can use Sprint as a DPS cooldown in some fights. Its cooldown
can be reset with
Preparation.
Finally, you have a number of survival cooldowns, such as
Feint,
Cloak of Shadows,
Preparation,
Evasion, etc., which you can use
to keep yourself alive. See our section about survival
cooldowns for more information.
5. Optional Read: Mastering Your Subtlety Rogue↑top
The Subtlety specialisation is not very hard to play, and even though the information given above will yield good results, there is much more you need to understand before you can play your Subtlety Rogue to its full potential.
5.1. Combo Points and Energy
As a Rogue, most of your abilities need Energy to be used. Your Energy bar has a capacity of 100 Energy and refills at a rate of 10 Energy per second. Your energy regeneration is increased by:
- your melee haste (Haste Rating + haste-enhancing buffs);
- your
Relentless Strikes passive ability, which grants your Finishing Moves a
20% chance per Combo Point to restore 25 Energy; - your
Slice and Dice ability, which restores 8 Energy every 2 seconds (thanks
to
Energetic Recovery, one of your passive abilities).
The faster you regenerate Energy, the more casts of
Eviscerate you can fit
in your rotation.
You should never let your Energy reach its maximum. This a DPS loss, as you are wasting every Energy point generated during this time.
Some abilities add one or several Combo Points on your target, up to a maximum
of 5 Combo Points (10 with
Anticipation). Other abilities, called Finishing
Moves, consume up to 5 Combo Points
on your target. The more Combo Points a Finishing Move consumes, the more powerful
its effect is. Your Combo Point generation is increased by
Honor Among Thieves,
a passive ability that grants you 1 Combo Point every time you or an another raid/party
member scores a critical
hit with a spell or an ability (with a limit of 1 Combo Point every 2 seconds).
You should never cap Combo Points (i.e., reach 5 stacks of
Anticipation) for
more than 1 second after the last proc of
Honor Among Thieves. Similarly, you should
never use
Backstab or
Hemorrhage at 4 or 5 stacks of
Anticipation. Capping
Combo Points means that you run the risk of wasting Combo Points generated either by
Honor Among Thieves or by Backstak and Hemorrhage.
Anticipation can also be used to improve your DPS slightly. By keeping
a high amount of Anticipation stacks where there is no damage increase
(i.e., periods of time without
Find Weakness uptime, without trinket procs, etc.),
you have extra Combo Points to spend whenever you enter a period of increased damage
done. Also, it can help you refresh
Slice and Dice and
Rupture if they are
going to expire at the same time.
5.2. Honor Among Thieves
The most important aspect of your resource management is to learn how to rely
on procs from
Honor Among Thieves. This passive ability grants you a Combo Point every
time a party or raid member critically hits or heals (with a limit of 1 Combo Point
every 2 seconds). This effect only procs from spells and abilities (but not from
white melee attacks) and is only active while you are in combat.
Before Mists of Pandaria, Subtlety Rogues had to take Honor Among Thieves
into account in their resource management (in order to prevent the
extra Combo Points generated from going to waste). Thanks to the
introduction of
Anticipation, it has become much harder to waste
these Combo Points and this is why this talent is so valuable for
Subtlety Rogues.
5.3. Find Weakness and Master of Subtlety
Find Weakness is the most important thing to keep in mind when playing a Subtlety Rogue.
This temporary damage increase is only available after using
Ambush,
Garrote, or
Cheap Shot. These abilities require Stealth to be
cast so you will have
Find Weakness uptime at the pull, every time you
use
Shadow Dance and every time you use
Vanish (the cooldown
of which you can reset with
Preparation).
Master of Subtlety is a passive ability that you get from choosing the Subtlety
specialisation. It grants you 10% increased damage after you break out of Stealth
or after dealing damage in Stealth (typically while using
Ambush). Note
that Master of Subtlety will not proc during
Shadow Dance.
As
Find Weakness and
Master of Subtlety are often up at the same
time, we chose to detail them together.
You should always time your
Shadow Dance and
Vanish cooldowns
in such a way that you do not have to refresh
Slice and Dice or
Rupture (which does not benefit from
Find Weakness) while
these cooldowns are active.
This way, you will be able to maximise the damage
you will do with melee attacks,
Backstab,
Hemorrhage, and
Eviscerate, while
Find Weakness and
Master of Subtlety
are active.
For increased effect, you should also try to have
Find Weakness
and
Master of Subtlety up when raid DPS cooldowns are being used
(for example,
Bloodlust,
Heroism, or
Time Warp), when
you use your Potion of the Tol'vir and on-use trinkets, and
when the boss takes increased damage.
Finally, one last trick can be used when
Vanish and
Shadow Dance come off cooldown at the same time. Use
Shadow Dance
first. After Shadow Dance expires, you will still benefit from the
Find Weakness given by the last
Ambush you cast during Shadow Dance.
Wait for that Find Weakness to have about 1 second left on its duration.
Then, cast
Vanish+
Ambush. This will cause Ambush to benefit
from the Find Weakness that was about to expire and to apply a new Find Weakness.
5.4. Hemorrhage Weaving
It is a small DPS increase to keep the
Hemorrhage bleed on your target, but
you should wait until it has dropped from the target before refreshing it.
It should also be noted that this bleed highly relies on the initial damage of
Hemorrhage, so it may be better to delay it for a few seconds if you are about to
gain
Find Weakness or another damage increase. For similar reasons, you can
also refresh
Hemorrhage early if you benefit from a large increase in your
damage done.
5.5. Rupture and Sanguinary Vein
Sanguinary Vein is a passive ability that increases the damage
of your
Rupture ability by 50% and that causes you to deal 20% increased
damage to enemies afflicted by
Rupture,
Garrote, or
Crimson Tempest (your AoE Finishing Move).
The most obvious implication of having this passive ability is that
Rupture should always be on the target, so that you
always deal 20% increased damage. If
Garrote or
Crimson Tempest
are already on the target, then you do not need to apply
Rupture.
Another, less obvious implication is that you can use
Garrote
for breaking out of Stealth at the pull. This will instantly
grant you a 18-second duration on
Sanguinary Vein (and during
this time, you do not need to apply or refresh
Rupture).
5.6. Find Weakness and Shadow Blades
As a general rule, avoid using
Shadow Blades when
Find Weakness
is up. The reason for that is that part of
Shadow Blades will be wasted,
as your auto-attacks bypass 100% of your enemy's armor during
Find Weakness
(so them dealing pure Shadow damage would not be an improvement). As a result,
you want to avoid casting Shadow Blades and
Shadow Dance at the same
time.
An exception to this rule is when casting Shadow Blades during Find Weakness would enable you cast Shadow Blades more times during the encounter.
When you have the
Rogue T15 4P Bonus,
you should always cast
Shadow Blades and
Shadow Dance at the same time.
This set bonus reduces the cost of all abilities by 40%
and reduces the Global Cooldown of your abilities by 0.3s. The combination
of the set bonus and the additional Combo Points you get from some of your
abilities during
Shadow Blades is so powerful that it more than outweighs
wasting part of Shadow Blades during Shadow Dance.
5.7. Building Combo Points during Shadow Dance
When using
Shadow Dance,
Ambush takes the place of
Backstab as your Combo Point builder. This is very beneficial as
Ambush deals more damage and generates more Combo Points than Backstab.
5.8. Opening Sequence
In this section, we assume that you took
Subterfuge as your
Tier 1 talent.
- Before the pull, use
Tricks of the Trade on your Tricks of the Trade target (see next section). - 1 second before the pull, use your
Virmen's Bite potion and get in Stealth. - When the boss is pulled:
Shadowstep it if the boss is far away,
if you have picked this talent, and if you will not need it in the next 24 seconds;
Sprint to reach the boss if it is far away and you cannot use Shadowstep;- otherwise, simply run to the boss and continue your opening sequence.
- Cast
Garrote. - Cast
Ambush as many times as possible (usually twice).- It should be possible thanks to Energetic Recovery and
Subterfuge. - Extra Combo Points will be stored, thanks to
Anticipation.
- It should be possible thanks to Energetic Recovery and
- Continue with your normal rotation, with the following tweaks:
- do not refresh
Rupture until
Garrote fades; - use
Shadow Dance (+
Shadow Blades if you have
the
Rogue T15 4P Bonus)
right before
Find Weakness runs out (so that the
first
Ambush during Shadow Dance benefit from Find Weakness). - use
Vanish right before
Find Weakness runs out again.
- do not refresh
5.9. Using Redirect
Redirect is a very convenient ability for Rogues, especially for
Subtlety Rogues because Combo Point management is very important.
Redirect helps with target swapping because it transfers your existing
Combo Points to your new target.
Also, when an enemy dies, your unused Combo Points remain on it, which means that you can
transfer them through
Redirect. This is very useful for transferring
Combo Points from a dead trash mob to the boss prior to the pull.
5.10. Tricks of the Trade
Tricks of the Trade was originally designed to be cast on tanks in order to help
them keep aggro. With the changes that threat generation has undergone in WotLK and Cataclysm,
it is now more beneficial to your raid if you use Tricks of the Trade on one of the best
DPS players in order to increase their damage done. Indeed, Tricks of the Trade
provides a 15% DPS increase on its target for 6 seconds, on a 30-second cooldown.
Tricks of the Trade costs 15 Energy to cast, but is not on the Global
Cooldown. The damage bonus that it grants to your target is so beneficial
to your raid that you should never refrain from sacrificing 15 Energy for it.
Glyph of Tricks of the Trade should never be used, as it removes the
damage increase. Regarding usage of Tricks of the Trade, you should
always cast it on cooldown, unless your target asks for it to be
slightly delayed (to line it up with cooldowns, for example).
Since
Tricks of the Trade is off the global cooldown, you should
cast it together with
Vanish in order to reduce its Energy cost by 75%
every 2 minutes. You can also cast it on the tank before the pull, as you have
a 20-second window to make your first attack and proc its effect (which will
increase the threat generation of the tank). After the pull,
you should start using Tricks of the Trade on a DPS player.
Tricks of the Trade does not stack with itself: someone getting
two Tricks of the Trade simultaneously from two Rogues will only benefit from
one and the second one will be wasted.
Please refer to our Macros and
Addons page for a
Tricks of the Trade macro.
5.10.1. Picking your Tricks of the Trade Target
There are a few things to know in order to properly pick your main
Tricks of the Trade target.
- Avoid players that rely on their pet's DPS, such as Frost Mages or Beast Mastery Hunters.
- Avoid players that massively rely on DoTs, such as Warlocks or Balance/Feral Druids.
- Avoid players that have damage-increasing buffs, such as Retribution Paladins, Arcane Mages, or Warriors. Tricks of the Trade does not stack with those buffs.
- Prefer players with a relatively constant damage output, such as Rogues.
Our advice is to have a main
Tricks of the Trade target that your casts
will default to and a secondary target that can sometimes ask you to buff
them before they are about to do a lot of burst damage (e.g., at the beginning of the fight).
5.11. Survival Cooldowns
One of the greatest strengths of Rogues is their survivability, which they owe to a large number of powerful survival cooldowns.
Feint (with
Glyph of Feint) reduces your damage taken from AoE
attacks by 50% for 7 seconds. With the Tier 3 talent
Elusiveness, damage
taken from AoE attacks is reduced by 65% and damage taken from all other types
of damage attacks is reduced by 30%. Feint has a very low Energy cost and
has no cooldown, which makes it your primary survival tool (as you can use it
whenever you need).
Cloak of Shadows removes all harmful spell effects on you and makes
you resist all spells for 5 seconds, on a 1-minute cooldown. This 5-second
window consists of 2 seconds of immunity against spells (both damage
and application of harmful effects) followed by 3 seconds during which
spells will miss you. Some fight mechanics can only be bypassed during the
first two seconds (e.g.,
Ionization against
Jin'rokh the Breaker in Heroic mode).
Evasion increases your dodge chance by 50% for 15 seconds, on a
3-minute cooldown. It should be used whenever you receive physical damage that
can be dodged (e.g., Ji-Kun's
Quills or
Sha of Fear's
Death Blossom) or
when you have to tank an add. The cooldown of
Evasion can be reset with
Preparation.
Combat Readiness causes you to take 50% less damage from melee attacks.
The damage reduction builds up gradually by stacks of 10%, until you have 5 stacks.
Each enemy hit grants you a stack. The effect lasts 20 seconds, but it is removed
after 10 seconds without receiving melee attacks.
Growl (given by Druids through
Symbiosis) increases your
armor by 330%, your stamina by 20% and renders you immune to critical attacks for
30 seconds, on a 3-minutes cooldown. In addition, it makes you taunt your target,
but this effect rarely works against raid bosses.
Smoke Bomb reduces damage taken by your raid by 20% on a 8 yard radius
during 5 seconds (7 seconds with
Glyph of Smoke Bomb). It is the only raid
cooldown you have. You can use Smoke Bomb to force ranged enemies to come to melee
range or to prevent those inside the smoke to be targeted by mechanics.
5.12. Bosses That Cannot Be Attacked From Behind
Certain bosses cannot be attacked from behind, for example
Ultraxion in
Dragon Soul. This means that you need to use
Hemorrhage, instead of
Backstab, to build Combo Points.
On such bosses, you will gain
Find Weakness uptime by using
Garrote to break out of Stealth. This ability, unlike
Backstab has
no positioning requirement.
Finally, you can boost your DPS by equipping a 2.6-speed weapon in your
Main-hand slot. Since you are unable to use
Backstab,
there is no reason to stick with a Main-hand dagger.
6. Changelog↑top
- 20 May 2013: Patch 5.3 update: nothing to change (
Find Weakness update has no bearing on gameplay). - 20 May 2013: Dryaan's second review of the guide.
- Numerous improvements to nearly all the sections of the guides (rotations, poisons, Energy, Find Weakness, Sanguinary Vein, etc.)
- 19 Mar. 2013: Added a section on the interaction between
Shadow Blades and
Find Weakness. - 19 Mar. 2013: Improved opening sequence and removed sub-optimal variations.
- 11 Mar. 2013: Patch 5.2 update.
- Updated mention of
Preparation being a Tier 4 talent (it is now baseline). - Added a mention of
Marked for Death in the multiple-target rotation section. - Updated damage increase provided by
Sanguinary Vein (it is now 16%, was 20%).
- Updated mention of
