Sub Rogue Overview & Changes - WoW Forever Guide
Subtlety Rogue in WoW Forever adds sustained damage to its stealth openers and resets. Hemorrhage strengthens your Rupture, Thousand Cuts makes follow-up builders cheaper, and Cutthroat can let you Ambush outside stealth.
Sub Rogue overview
Choose Sub if you want a Rupture-driven damage cycle alongside stealth openers and control. Hemo supports a bleed-focused approach without requiring every builder to be Backstab; a dagger build can pursue Cutthroat procs as well. In PvP, decide whether to keep bleeding the opponent or leave them clean for Gouge or Blind before spending the next finisher.
On this page
The biggest changes from Classic
- Hemorrhage buffs your own Rupture
Hemorrhage replaces Classic's shared physical-damage debuff with increased Rupture damage from you. Refresh that effect for your bleed, not as a raid-wide damage assignment.
- Thousand Cuts discounts one builder
Rupture ticks reduce the energy cost of your next Hemorrhage or Backstab through Thousand Cuts. The benefit is a cost reduction, not energy added to your bar.
- Ambush procs still need position
Cutthroat removes Ambush's stealth requirement for a proc. Keep a main-hand dagger and reach the target's back; the proc does not remove those requirements.
Subtlety Rogue
Melee DPS, stealth and PvP control
Maintain Rupture, support it with Hemorrhage and spend the resulting builder discounts. Stealth and reset talents help you choose the first exchange or escape a bad one, but Gouge and Blind need a target free of periodic damage.
Build your talentsMaintain Hemorrhage for a Rupture that will keep ticking
Hemorrhage costs 35 energy, awards one combo point and deals 100% weapon damage, or 145% with a dagger equipped. It also makes the target take 15% more Rupture damage from you for 15 seconds. Original Classic Hemorrhage added damage to other physical attacks through a charged debuff; Forever's effect belongs to your Rupture.
On a durable enemy, build points and apply Rupture while keeping the Hemo effect present. A Hemo-based builder cycle refreshes it as you attack. If you mainly Backstab, watch the Hemo timer separately and refresh it when your ongoing bleed needs the bonus. Repeatedly replacing Rupture just because another finisher is available gives up remaining ticks.
Serrated Blades supports both strikes and bleeds, but through separate effects. At rank 3 it makes attacks ignore 9% of the target's armor and increases Rupture damage by 30%. Armor ignore helps armor-affected attacks; Rupture benefits from the talent's explicit bleed modifier. Do not treat the armor component as another Rupture multiplier.
Keep Slice and Dice in your finisher choices for sustained melee attacks. When a target is nearly dead, Eviscerate can deliver damage sooner than a new Rupture. You give up future bleed ticks and their builder discounts, but those returns cannot help if the enemy dies before they arrive.
Spend Thousand Cuts before the discount expires
Each time your Rupture deals periodic damage, Thousand Cuts reduces the cost of your next Hemorrhage or Backstab within ten seconds by three energy. It stacks up to five times. Three stacks discount one eligible builder by nine energy; five discount it by 15. With five stacks and no other cost changes, Hemo's 35-energy cost becomes 20.
Use the discount on an eligible builder while continuing to build toward your next finisher. It does not pay for Eviscerate, Kidney Shot or an Ambush proc. If a finisher or interrupt is due, you still need its energy cost in your bar even while the discount is active.
You can briefly pool while Rupture ticks add stacks, but do not sit at full energy waiting for five. Spending a smaller discount before capping preserves regeneration and keeps you attacking. Once at five stacks, further waiting cannot increase the discount; spend it when an eligible builder fits the next action.
Choose Hemo or Backstab, then react to Cutthroat
Hemorrhage supports your bleed and gives you a builder when you cannot reliably reach the enemy's back. Backstab needs a main-hand dagger and a position behind the target, but it can trigger Cutthroat. At rank 1, Backstab has a 3% chance to let your next Ambush within ten seconds ignore the stealth requirement. Hemo does not trigger that proc.
When Cutthroat appears, check energy, position and combo points before continuing to build. Ambush still requires a main-hand dagger and the target's back. Reserve enough energy for it instead of spending everything on another attack, but use a needed finisher first if another point-generating attack would overfill your combo points.
Opportunity increases Backstab, Garrote, Ambush and Mutilate damage by 5% at rank 1. Improved Ambush increases Ambush crit chance. Those talents support the attacks named in their effects, not Hemo or Rupture, so a Hemo-focused build and a Backstab/Cutthroat build have different reasons to spend those points.
Ghostly Strike offers another builder when an enemy is attacking you. It costs 40 energy, awards one point and adds 15% dodge for seven seconds. Its damage is 125% weapon damage, or 180% with a main-hand dagger. The dodge can help against melee pressure in solo play or PvP; it contributes less while a boss is safely attacking your tank.
Choose an opener and use Premeditation in time
Premeditation adds two combo points to your target. Add to them or spend them within 20 seconds or they are lost. Use it when the pull or attack is about to happen, not while the group is still deciding when to engage. Initiative can add another point when you use Ambush, Garrote or Cheap Shot, so count the points after the opener before choosing the next builder.
Choose Ambush for immediate dagger damage, Garrote for a bleed on an enemy that will stay under pressure, or Cheap Shot when the opening stun lets you or a teammate act safely. An early stun can prevent a dangerous cast; a Garrote on that same target makes later damage-breakable control harder to hold.
At rank 1, Dirty Deeds reduces Cheap Shot and Garrote's energy costs by ten and removes Garrote's behind-target requirement. That lets you Garrote without first circling behind the enemy. It does not remove the positioning requirements from Ambush or Backstab, and it does not turn Garrote into a non-stealth builder.
Rogue talent trees
Hover, focus or tap a talent to read its effects. Each badge shows the talent's maximum rank; this is the full tree, not a suggested build.
Assassination
17 talentsCombat
17 talentsSubtlety
19 talentsSpend your 51 points, try different paths and share your build in the talent calculator.
Build your talentsRead all talent descriptions
Assassination
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Improved Gouge Maximum rank 3
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Rank 1
Increases the duration of your Gouge ability by 0.5 sec.Rank 2
Increases the duration of your Gouge ability by 1 sec.Rank 3
Increases the duration of your Gouge ability by 1.5 sec.Passive
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Remorseless Attacks Maximum rank 2
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Rank 1
After killing a non-trivial enemy, gives you a 20% increased critical strike chance on your next Sinister Strike, Backstab, Ambush, Mutilate, or Ghostly Strike. Lasts 20 sec.Rank 2
After killing a non-trivial enemy, gives you a 40% increased critical strike chance on your next Sinister Strike, Backstab, Ambush, Mutilate, or Ghostly Strike. Lasts 20 sec.Passive
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Malice Maximum rank 5
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Rank 1
Increases your critical strike chance with all attacks and Poisons by 1%.Rank 2
Increases your critical strike chance with all attacks and Poisons by 2%.Rank 3
Increases your critical strike chance with all attacks and Poisons by 3%.Rank 4
Increases your critical strike chance with all attacks and Poisons by 4%.Rank 5
Increases your critical strike chance with all attacks and Poisons by 5%.Passive
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Ruthlessness Maximum rank 3
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Rank 1
Gives your finishing moves a 20% chance to add a Combo Point to your target.Rank 2
Gives your finishing moves a 40% chance to add a Combo Point to your target.Rank 3
Gives your finishing moves a 60% chance to add a Combo Point to your target.Passive
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Murder Maximum rank 2
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Rank 1
Increases all damage dealt by 2% against Humanoid and Giant targets.Rank 2
Increases all damage dealt by 4% against Humanoid and Giant targets.Passive
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Improved Slice and Dice Maximum rank 3
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Rank 1
Increases the duration of your Slice and Dice ability by 15%.Rank 2
Increases the duration of your Slice and Dice ability by 30%.Rank 3
Increases the duration of your Slice and Dice ability by 45%.Passive
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Relentless Strikes Maximum rank 1
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Rank 1
Your finishing moves have a 20% chance per Combo Point to restore 25 Energy.Passive
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Improved Expose Armor Maximum rank 2
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Rank 1
Reduces the Energy cost of your Expose Armor ability by 5, and refunds 1 Combo Point when cast with 5 Combo Points.Rank 2
Reduces the Energy cost of your Expose Armor ability by 10, and refunds 2 Combo Points when cast with 5 Combo Points.Passive
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Lethality Maximum rank 5
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Rank 1
Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike, and Hemorrhage abilities by 4%.Rank 2
Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike, and Hemorrhage abilities by 8%.Rank 3
Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike, and Hemorrhage abilities by 12%.Rank 4
Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike, and Hemorrhage abilities by 16%.Rank 5
Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike, and Hemorrhage abilities by 20%.Passive
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Vile Poisons Maximum rank 5
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Rank 1
Increases the damage dealt by your poisons by 4% and gives your poisons an additional 8% chance to resist dispel effects.Rank 2
Increases the damage dealt by your poisons by 8% and gives your poisons an additional 16% chance to resist dispel effects.Rank 3
Increases the damage dealt by your poisons by 12% and gives your poisons an additional 24% chance to resist dispel effects.Rank 4
Increases the damage dealt by your poisons by 16% and gives your poisons an additional 32% chance to resist dispel effects.Rank 5
Increases the damage dealt by your poisons by 20% and gives your poisons an additional 40% chance to resist dispel effects.Passive
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Cold Blood Maximum rank 1
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Rank 1
When activated, increases the critical strike chance of your next Sinister Strike, Backstab, Ambush, Eviscerate, or Mutilate by 100%.Instant | 3 min cooldown
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Improved Poisons Maximum rank 5
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Rank 1
Increases the chance to apply Poisons to your target by 2%, and gives Poison applications a 10% chance to not consume a charge.Rank 2
Increases the chance to apply Poisons to your target by 4%, and gives Poison applications a 20% chance to not consume a charge.Rank 3
Increases the chance to apply Poisons to your target by 6%, and gives Poison applications a 30% chance to not consume a charge.Rank 4
Increases the chance to apply Poisons to your target by 8%, and gives Poison applications a 40% chance to not consume a charge.Rank 5
Increases the chance to apply Poisons to your target by 10%, and gives Poison applications a 50% chance to not consume a charge.Passive
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Vigor Maximum rank 2
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Rank 1
Increases your maximum Energy by 5.Rank 2
Increases your maximum Energy by 10.Passive
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Mutilate Maximum rank 1
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Rank 1
Instantly attacks with both weapons for 75% weapon damage plus an additional 13 with each weapon. Damage increased by 20% against Poisoned targets. Awards 2 Combo Points.60 Energy | Melee Range | Instant
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Improved Kidney Shot Maximum rank 2
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Rank 1
Enemies Stunned by your Kidney Shot ability take 5% increased damage from your poisons and attacks.Rank 2
Enemies Stunned by your Kidney Shot ability take 10% increased damage from your poisons and attacks.Passive
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Seal Fate Maximum rank 5
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Rank 1
Your critical strikes from abilities that add Combo Points have a 20% chance to add an additional Combo Point.Rank 2
Your critical strikes from abilities that add Combo Points have a 40% chance to add an additional Combo Point.Rank 3
Your critical strikes from abilities that add Combo Points have a 60% chance to add an additional Combo Point.Rank 4
Your critical strikes from abilities that add Combo Points have a 80% chance to add an additional Combo Point.Rank 5
Your critical strikes from abilities that add Combo Points have a 100% chance to add an additional Combo Point.Passive
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Venom Maximum rank 1
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Rank 1
Finishing move that increases the damage of your Poisons by 30% and your chance to apply Poisons by 10%. Lasts longer per combo point: 1 point : 9 seconds 2 points: 12 seconds 3 points: 15 seconds 4 points: 18 seconds 5 points: 21 seconds25 Energy | 100 yd range | Instant
Combat
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Improved Eviscerate Maximum rank 3
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Rank 1
Increases the damage done by your Eviscerate ability by 7%.Rank 2
Increases the damage done by your Eviscerate ability by 13%.Rank 3
Increases the damage done by your Eviscerate ability by 20%.Passive
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Improved Sinister Strike Maximum rank 2
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Rank 1
Reduces the Energy cost of your Sinister Strike ability by 3.Rank 2
Reduces the Energy cost of your Sinister Strike ability by 5.Passive
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Lightning Reflexes Maximum rank 5
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Rank 1
Increases your Dodge chance by 1%.Rank 2
Increases your Dodge chance by 2%.Rank 3
Increases your Dodge chance by 3%.Rank 4
Increases your Dodge chance by 4%.Rank 5
Increases your Dodge chance by 5%.Passive
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Puncturing Wounds Maximum rank 3
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Rank 1
Increases the critical strike chance of your Backstab by 10% and your Mutilate by 5%, and gives Backstab a 15% chance to add an additional Combo Point.Rank 2
Increases the critical strike chance of your Backstab by 20% and your Mutilate by 10%, and gives Backstab a 30% chance to add an additional Combo Point.Rank 3
Increases the critical strike chance of your Backstab by 30% and your Mutilate by 15%, and gives Backstab a 45% chance to add an additional Combo Point.Passive
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Deflection Maximum rank 3
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Rank 1
Increases your Parry chance by 2%.Rank 2
Increases your Parry chance by 4%.Rank 3
Increases your Parry chance by 6%.Passive
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Precision Maximum rank 3
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Rank 1
Improves your chance to hit by 1%.Rank 2
Improves your chance to hit by 2%.Rank 3
Improves your chance to hit by 3%.Passive
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Endurance Maximum rank 2
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Rank 1
Reduces the cooldown of your Sprint and Evasion abilities by 30%.Rank 2
Reduces the cooldown of your Sprint and Evasion abilities by 60%.Passive
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Riposte Maximum rank 1
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Rank 1
A strike that becomes active after parrying an opponent's attack. This attack deals 150% weapon damage and disarms the target for 6 sec.10 Energy | Melee Range | Instant | 6 sec cooldown
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Improved Sprint Maximum rank 2
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Rank 1
Gives a 50% chance to remove all movement impairing effects when you activate your Sprint ability.Rank 2
Gives a 100% chance to remove all movement impairing effects when you activate your Sprint ability.Passive
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Improved Kick Maximum rank 2
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Rank 1
Gives your Kick ability a 50% chance to Silence the target for 2 sec.Rank 2
Gives your Kick ability a 100% chance to Silence the target for 2 sec.Passive
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Flawless Execution Maximum rank 1
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Rank 1
Reduces the Energy cost of your Eviscerate ability by 10.Passive
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Dual Wield Specialization Maximum rank 5
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Rank 1
Increases the damage done by your off-hand weapon by 5%.Rank 2
Increases the damage done by your off-hand weapon by 10%.Rank 3
Increases the damage done by your off-hand weapon by 15%.Rank 4
Increases the damage done by your off-hand weapon by 20%.Rank 5
Increases the damage done by your off-hand weapon by 25%.Passive
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Blade Flurry Maximum rank 1
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Rank 1
Increases your melee attack speed by 20% and your melee attacks strike an additional nearby opponent. Lasts 15 sec.25 Energy | Instant | 2 min cooldown
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Hack and Slash Maximum rank 5
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Rank 1
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Sword: Your successful melee attacks have a 1% chance to trigger an extra attack on the target. Dagger/Fist: Increases your critical strike chance by 1%. Mace: Your attacks ignore 3% of your target's armor.Rank 2
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Sword: Your successful melee attacks have a 2% chance to trigger an extra attack on the target. Dagger/Fist: Increases your critical strike chance by 2%. Mace: Your attacks ignore 6% of your target's armor.Rank 3
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Sword: Your successful melee attacks have a 3% chance to trigger an extra attack on the target. Dagger/Fist: Increases your critical strike chance by 3%. Mace: Your attacks ignore 9% of your target's armor.Rank 4
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Sword: Your successful melee attacks have a 4% chance to trigger an extra attack on the target. Dagger/Fist: Increases your critical strike chance by 4%. Mace: Your attacks ignore 12% of your target's armor.Rank 5
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Sword: Your successful melee attacks have a 5% chance to trigger an extra attack on the target. Dagger/Fist: Increases your critical strike chance by 5%. Mace: Your attacks ignore 15% of your target's armor.Passive
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Weapon Expertise Maximum rank 2
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Rank 1
Reduces the chance for your attacks to be Dodged or Parried by 1%.Rank 2
Reduces the chance for your attacks to be Dodged or Parried by 2%.Passive
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Aggression Maximum rank 3
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Rank 1
Increases the damage of your Sinister Strike, Backstab, and Eviscerate abilities by 2%.Rank 2
Increases the damage of your Sinister Strike, Backstab, and Eviscerate abilities by 4%.Rank 3
Increases the damage of your Sinister Strike, Backstab, and Eviscerate abilities by 6%.Passive
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Adrenaline Rush Maximum rank 1
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Rank 1
Increases your Energy regeneration rate by 100% for 15 sec.Instant | 5 min cooldown
Subtlety
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Camouflage Maximum rank 5
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Rank 1
Reduces your speed penalty from your Stealth ability by 3% and reduces its cooldown by 2 sec.Rank 2
Reduces your speed penalty from your Stealth ability by 6% and reduces its cooldown by 3 sec.Rank 3
Reduces your speed penalty from your Stealth ability by 9% and reduces its cooldown by 4 sec.Rank 4
Reduces your speed penalty from your Stealth ability by 12% and reduces its cooldown by 5 sec.Rank 5
Reduces your speed penalty from your Stealth ability by 15% and reduces its cooldown by 6 sec.Passive
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Master of Deception Maximum rank 3
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Rank 1
Reduces the chance enemies have to detect you while in Stealth mode as if you were 1 level higher.Rank 2
Reduces the chance enemies have to detect you while in Stealth mode as if you were 2 levels higher.Rank 3
Reduces the chance enemies have to detect you while in Stealth mode as if you were 3 levels higher.Passive
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Opportunity Maximum rank 2
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Rank 1
Increases the damage dealt by your Backstab, Garrote, Ambush, and Mutilate abilities by 5%.Rank 2
Increases the damage dealt by your Backstab, Garrote, Ambush, and Mutilate abilities by 10%.Passive
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Setup Maximum rank 3
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Rank 1
Gives you a 33% chance to add a Combo Point to your target after Dodging an attack or fully resisting a spell.Rank 2
Gives you a 67% chance to add a Combo Point to your target after Dodging an attack or fully resisting a spell.Rank 3
Gives you a 100% chance to add a Combo Point to your target after Dodging an attack or fully resisting a spell.Passive
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Elusiveness Maximum rank 2
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Rank 1
Reduces the cooldown of your Vanish and Blind abilities by 45 sec.Rank 2
Reduces the cooldown of your Vanish and Blind abilities by 90 sec.Passive
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Dirty Tricks Maximum rank 2
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Rank 1
Reduces the Energy cost of your Sap and Blind abilities by 25%.Rank 2
Reduces the Energy cost of your Sap and Blind abilities by 50%.Passive
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Improved Ambush Maximum rank 3
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Rank 1
Increases the critical strike chance of your Ambush ability by 15%.Rank 2
Increases the critical strike chance of your Ambush ability by 30%.Rank 3
Increases the critical strike chance of your Ambush ability by 45%.Passive
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Initiative Maximum rank 3
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Rank 1
Gives you a 33% chance to add an additional combo point to your target when using your Ambush, Garrote, or Cheap Shot ability.Rank 2
Gives you a 67% chance to add an additional combo point to your target when using your Ambush, Garrote, or Cheap Shot ability.Rank 3
Gives you a 100% chance to add an additional combo point to your target when using your Ambush, Garrote, or Cheap Shot ability.Passive
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Ghostly Strike Maximum rank 1
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Rank 1
A strike that deals 125% (180% if a Dagger is equipped in your Main Hand) weapon damage and increases your chance to dodge by 15% for 7 sec. Awards 1 combo point.40 Energy | Melee Range | Instant | 20 sec cooldown
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Improved Distract Maximum rank 2
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Rank 1
Increases the radius of your Distract ability by 3 yds, and further reduces the Stealth detection of distracted enemies as though they were an additional 1 level lower.Rank 2
Increases the radius of your Distract ability by 5 yds, and further reduces the Stealth detection of distracted enemies as though they were an additional 2 levels lower.Passive
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Heightened Senses Maximum rank 2
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Rank 1
Increases your Stealth detection as if you were 1 level higher and reduces your chance to be hit by spells and ranged attacks by 2%.Rank 2
Increases your Stealth detection as if you were 3 levels higher and reduces your chance to be hit by spells and ranged attacks by 4%.Passive
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Premeditation Maximum rank 1
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Rank 1
Adds 2 Combo Points to your target. You must add to or use those combo points within 20 sec or the combo points are lost.20 yd range | Instant | 2 min cooldown
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Serrated Blades Maximum rank 3
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Rank 1
Causes your attacks to ignore 3% of your target's Armor and increases the damage dealt by your Rupture ability by 10%.Rank 2
Causes your attacks to ignore 6% of your target's Armor and increases the damage dealt by your Rupture ability by 20%.Rank 3
Causes your attacks to ignore 9% of your target's Armor and increases the damage dealt by your Rupture ability by 30%.Passive
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Dirty Deeds Maximum rank 2
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Rank 1
Reduces the Energy cost of your Cheap Shot and Garrote abilities by 10, and your Garrote ability no longer requires you to be behind your target.Rank 2
Reduces the Energy cost of your Cheap Shot and Garrote abilities by 20, and your Garrote ability no longer requires you to be behind your target.Passive
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Preparation Maximum rank 1
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Rank 1
When activated, this ability immediately finishes the cooldown on your other Rogue abilities.Instant | 10 min cooldown
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Hemorrhage Maximum rank 1
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Rank 1
An instant strike that deals 100% weapon damage (145% if a Dagger is equipped) and causes the target to take 15% increased Rupture damage from the Rogue. Lasts 15 sec. Awards 1 Combo Point.35 Energy | Melee Range | Instant
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Quietus Maximum rank 5
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Rank 1
Your Sinister Strike, Ghostly Strike, and Hemorrhage abilities cause 2% more damage against targets below 35% health.Rank 2
Your Sinister Strike, Ghostly Strike, and Hemorrhage abilities cause 4% more damage against targets below 35% health.Rank 3
Your Sinister Strike, Ghostly Strike, and Hemorrhage abilities cause 6% more damage against targets below 35% health.Rank 4
Your Sinister Strike, Ghostly Strike, and Hemorrhage abilities cause 8% more damage against targets below 35% health.Rank 5
Your Sinister Strike, Ghostly Strike, and Hemorrhage abilities cause 10% more damage against targets below 35% health.Passive
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Cutthroat Maximum rank 5
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Rank 1
Your Backstab has a 3% chance to cause your next Ambush within 10 sec to not require Stealth.Rank 2
Your Backstab has a 6% chance to cause your next Ambush within 10 sec to not require Stealth.Rank 3
Your Backstab has a 9% chance to cause your next Ambush within 10 sec to not require Stealth.Rank 4
Your Backstab has a 12% chance to cause your next Ambush within 10 sec to not require Stealth.Rank 5
Your Backstab has a 15% chance to cause your next Ambush within 10 sec to not require Stealth.Passive
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Thousand Cuts Maximum rank 1
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Rank 1
When your Rupture ability deals periodic damage, the Energy cost of your next Hemorrhage or Backstab ability within 10 sec is reduced by 3, stacking up to 5 times.Passive
Choose sustained damage, execute support or stealth access
Thousand Cuts is a row-seven talent requiring Preparation, so it takes at least 31 Subtlety points. Hemorrhage separately requires Serrated Blades. Keep both paths in mind when building around Hemo and Rupture: the bleed talents do not replace the Preparation requirement for Thousand Cuts.
Quietus increases Sinister Strike, Ghostly Strike and Hemorrhage damage against enemies below 35% health. At rank 1 the increase is 2%, and the talent requires Dirty Deeds. It does not boost Backstab, Ambush or bleeds. If you favor Backstab and Cutthroat, do not count Quietus as a general execute multiplier for that sequence.
Camouflage improves movement while stealthed and shortens Stealth's cooldown. Master of Deception helps you approach without detection, while Heightened Senses helps find opposing stealth players and reduces the chance spells and ranged attacks hit you. Spend there when reaching the opener or avoiding detection matters; those points compete with additional damage and resource-support ranks.
Setup can add a point after you dodge an attack or fully resist a spell. It supports fights where opponents are pressuring you, but a tanked boss does not supply a steady stream of attacks for you to dodge. Do not take avoidable hits trying to trigger it.
Deep Sub leaves at most 20 points outside the tree. Assassination offers Improved Slice and Dice, Relentless Strikes and access to Cold Blood at 16 points. Early Combat offers Precision and Puncturing Wounds for a Backstab build. Mutilate needs 21 Assassination points and cannot fit alongside Thousand Cuts within 51. See the removed Classic talent list before transferring an old Sub build.
Keep bleeds away from a planned Blind or Gouge
Rupture, Garrote and periodic poison damage conflict with Gouge and Blind because damage breaks those controls. If you need an opponent disabled while your team heals or attacks someone else, stop refreshing their DoTs before that window. Use immediate damage instead of a new bleed while finishing the current exchange, then let existing effects end before relying on the control.
Dropping Rupture also gives up its future Thousand Cuts discounts. Accept that cost when a clean Blind or Gouge prevents a death or separates the enemy team. An existing bleed does not disappear because you press Blind; checking the target's debuffs is part of preparing the reset.
Dirty Tricks reduces Sap and Blind's energy costs, while Elusiveness shortens Vanish and Blind cooldowns. Those talents make control and escapes easier to afford or use again; they do not make Blind survive damage. Keep energy for the control itself instead of emptying the bar on a discounted builder just before you need to disengage.
Preparation finishes the cooldowns of your other Rogue abilities and has a ten-minute cooldown. Use it to recover a spent escape or control tool when that second use will change the fight. If Vanish is already ready, Preparation does not add another charge for later. You do not need to spend every cooldown first when recovering one urgently will keep you alive.
Use Sap and Distract without disrupting the pull
Sap no longer breaks your Stealth. It still requires an out-of-combat Humanoid, breaks on damage and allows only one sapped target at a time. Agree on that target before the tank engages, then keep your own damage off it. Dirty Tricks can reduce the energy spent setting up that control.
Distract lowers distracted enemies' stealth detection, and Improved Distract increases its radius and further reduces their detection. Use it to help approach or pass a dangerous group before combat. Coordinate the route rather than moving ahead while the party is already pulling the same enemies.
Once the pull begins, keep Kick available for the assigned caster and use stuns on susceptible enemies when stopping them matters more than a damage finisher. Hemorrhage is no longer a shared physical-damage debuff to maintain for everyone. Your sustained bleed damage and control are separate contributions; the Rogue group-utility section covers the shared interrupt and armor-reduction jobs.
Compare builder weapons without inflating bleed bonuses
A Backstab/Cutthroat build needs a main-hand dagger. Hemo offers a less positional alternative, and its higher dagger coefficient does not by itself prove that every dagger beats a stronger non-dagger weapon. Compare weapon damage, AP, offensive stats and the attacks that weapon lets you use.
Hit supports reliable attacks and poison applications, while crit helps the attacks supported by talents such as Improved Ambush and Malice. Thousand Cuts triggers when Rupture deals periodic damage, regardless of whether the tick crits. More crit is not a faster discount-stacking schedule.
Armor ignore improves armor-affected strikes, not bleed or Nature poison damage. Serrated Blades has a separate Rupture bonus for that reason. Shared hit and crit do not make a spell-power weapon an automatic poison upgrade, and avoidance reduction does not grant weapon skill. The parent guide covers those gearing distinctions and racial control and escape tools.
Sub Rogue questions
Can a Hemo build use Thousand Cuts without fishing for Ambush procs?
Yes. Thousand Cuts discounts either Hemorrhage or Backstab after Rupture ticks. Cutthroat is a separate Backstab-triggered talent. You can maintain Hemo and Rupture and spend the discounts on Hemo without making Cutthroat procs part of the cycle.
Can Cold Blood be used on Hemorrhage?
No. Cold Blood names Sinister Strike, Backstab, Ambush, Eviscerate and Mutilate. In a Sub build that takes it, choose a named attack such as Ambush or Eviscerate rather than expecting a guaranteed Hemo crit.
Does Preparation reset itself?
No. Preparation finishes the cooldowns of your other Rogue abilities. Its own ten-minute cooldown remains, so use the reset for a second escape, control sequence or eligible attack cooldown that you need now.