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Subtlety Rogue BiS

Is Subtlety Rogue worth a raid spot?

Niche physical raid support build in TBC raiding. Provides the Hemorrhage physical damage debuff (10 charges or 15 seconds, increasing physical damage taken by up to +42 per hit) to amplify heavy melee and physical raid comps, while bringing high utility and survivability via Cheat Death, Preparation, and Shadowstep.

Talents

Assassination

11 points
0/3 Improved Eviscerate 0/2 Remorseless Attacks 5/5 Malice 3/3 Ruthlessness 2/2 Murder 0/3 Puncturing Wounds 1/1 Relentless Strikes 0/2 Improved Expose Armor 0/5 Lethality 0/5 Vile Poisons 0/5 Improved Poisons 0/2 Fleet Footed 0/1 Cold Blood 0/3 Improved Kidney Shot 0/2 Quick Recovery 0/5 Seal Fate 0/2 Master Poisoner 0/1 Vigor 0/5 Deadened Nerves 0/5 Find Weakness 0/1 Mutilate

Combat

0 points
0/3 Improved Gouge 0/2 Improved Sinister Strike 0/5 Lightning Reflexes 0/3 Improved Slice and Dice 0/5 Deflection 0/5 Precision 0/2 Endurance 0/1 Riposte 0/2 Improved Sprint 0/2 Improved Kick 0/5 Dagger Specialization 0/5 Dual Wield Specialization 0/5 Mace Specialization 0/1 Blade Flurry 0/5 Sword Specialization 0/5 Fist Weapon Specialization 0/2 Blade Twisting 0/2 Weapon Expertise 0/3 Aggression 0/2 Vitality 0/1 Adrenaline Rush 0/2 Nerves of Steel 0/5 Combat Potency 0/1 Surprise Attacks

Subtlety

50 points
5/5 Master of Deception 5/5 Opportunity 2/2 Sleight of Hand 2/2 Dirty Tricks 2/5 Camouflage 3/3 Initiative 1/1 Ghostly Strike 0/3 Improved Ambush 3/3 Setup 2/2 Elusiveness 3/3 Serrated Blades 0/2 Heightened Senses 1/1 Preparation 2/2 Dirty Deeds 1/1 Hemorrhage 3/3 Master of Subtlety 5/5 Deadliness 0/3 Enveloping Shadows 1/1 Premeditation 3/3 Cheat Death 5/5 Sinister Calling 1/1 Shadowstep

Rotation priority

  1. Maintain Slice and Dice with 100% uptime using low-to-medium combo-point finishers to maximize melee attack speed and poison applications.
  2. Maintain Hemorrhage coverage on the target (10 charges or 15 seconds, up to +42 physical damage per hit). It is also your primary builder: use it when you need combo points even if debuff charges remain.
  3. Cast Hemorrhage (35 energy) as your primary combo-point builder.
  4. Cast Rupture at 4–5 combo points when Slice and Dice is rolling and the target will survive the bleed duration (14s at 4 CP, 16s at 5 CP; benefits from Serrated Blades and Shadowstep).
  5. Cast Eviscerate at 4–5 combo points when Rupture is active or the target will die before Rupture completes.
  6. Use Shadowstep (30s cooldown, 10 energy) to close distance, reposition behind the boss, or empower its next affected damaging ability, including Eviscerate, Rupture, Garrote, Ambush, Hemorrhage, or Backstab; do not press it blindly on cooldown when already in melee range.
  7. Pool energy before a finisher when timers allow, without reaching the energy cap. Rupture costs 25 energy and Eviscerate 35; 3/3 Ruthlessness has a 60% chance to add a combo point, and Relentless Strikes has a 20% chance per combo point to restore 25 energy.

Opener

Premeditation Shadowstep Garrote Slice and Dice Hemorrhage Haste Potion
  1. Cast Premeditation from stealth to generate 2 combo points on the target (lasts 10 seconds).
  2. Cast Shadowstep to teleport behind the target and gain the +20% damage buff.
  3. Open with Garrote from stealth (giving 3 combo points baseline from Premeditation + Garrote, or 4 combo points on a 75% 3/3 Initiative proc, empowered by Shadowstep and Master of Subtlety).
  4. Spend the available 3 or 4 combo points on Slice and Dice to start melee attack speed and poison applications.
  5. Cast Hemorrhage (+1 combo point) to apply the 10-charge physical debuff before heavy raid physical burst begins.
  6. Activate racial cooldowns, on-use trinkets, and Haste Potion once tank threat is stable.

Cooldowns

Shadowstep

30-second cooldown, 10 energy. Teleports behind the target, grants 70% movement speed for 3s, reduces threat of the next attack by 50%, and increases the damage of your next damaging ability by 20% for 10s (including Eviscerate, Rupture, Garrote, Ambush, Hemorrhage, and Backstab). Use for gap-closing, repositioning, or empowering major strikes and finishers.

Preparation

10-minute cooldown. Resets this build’s Shadowstep, Premeditation, Vanish, Sprint, and Evasion cooldowns. Use when the reset gives an additional useful defensive, movement, or stealth-opener use.

Premeditation

2-minute cooldown (stealth only). Instantly adds 2 combo points to the target (lasts 10s). Use before stealth openers to enable an immediate 3-point Slice and Dice after your first builder.

Stat caps

Special Attack Hit Cap

142 Hit Rating

All breakpoints vs Boss (73) with 0/5 Precision.

9% from gear (142 rating) without external hit support.

6% from gear (95 rating) with only Improved Faerie Fire (+3%) on target.

8% from gear (127 rating) with only Draenei Heroic Presence (+1%) in your group.

5% from gear (79 rating) with Improved Faerie Fire (+3%) on target and Draenei Heroic Presence (+1%) in your group.

The listed requirement caps this physical hit profile against the selected target level.

Expertise Cap (Behind Boss)

103 26 Expertise Skill (103 Rating)

6.5% boss dodge cap

The rear expertise cap removes boss dodge. Attacks from behind cannot be parried; weapon racials apply only with the listed weapon types.

Poison Spell Hit Cap

202 Spell Hit Rating

All breakpoints vs Boss (73).

16% from gear (202 rating) without external hit support.

13% from gear (164 rating) with only Totem of Wrath (+3%) in your group.

15% from gear (190 rating) with only Draenei Inspiring Presence (+1%) in your group.

12% from gear (152 rating) with Totem of Wrath (+3%) in your group and Draenei Inspiring Presence (+1%) in your group.

The listed requirement reaches the attainable spell-hit cap; spells retain the unavoidable miss floor.

Dual-Wield White Hit Cap

442 Hit Rating

All breakpoints vs Boss (73) with 0/5 Precision.

28% from gear (442 rating) without external hit support.

25% from gear (395 rating) with only Improved Faerie Fire (+3%) on target.

27% from gear (426 rating) with only Draenei Heroic Presence (+1%) in your group.

24% from gear (379 rating) with Improved Faerie Fire (+3%) on target and Draenei Heroic Presence (+1%) in your group.

Dual-wield auto-attacks use the white-swing miss table. Hit continues to help white swings, but hard-capping them is usually weaker than other throughput stats.

Consumes

Type Consumable Use
Flask Flask of Relentless Assault Use instead of Battle + Guardian elixirs
Battle elixir Elixir of Major Agility Alternative to Flask (pair with Elixir of Major Fortitude)
Guardian elixir Elixir of Major Fortitude Alternative to Flask (pair with Elixir of Major Agility)
Potion Haste Potion Use first potion after combat starts; shared 2-minute cooldown starts at use
Energy restore Thistle Tea Restores 40 energy at level 70; 5-minute cooldown
Food Spicy Hot Talbuk Hit rating option (20 Hit, 20 Spirit)
Food Ravager Dog Attack power option (40 AP, 20 Spirit)
Weapon poison Instant Poison VII Slow main hand (when not assigned Windfury Totem)
Weapon poison Deadly Poison VII Fast off hand (maintain 5 stacks)
Explosive Super Sapper Charge Burst AoE Fire damage; also damages you

Gems and socket bonuses

Rogues can still benefit from hit after special attacks are capped because dual-wield white swings have a higher miss chance. Compare hit and agility in your complete set; do not automatically replace every hit gem as soon as yellow attacks stop missing.

Use epic cuts on gear you expect to keep. Listed budget cuts suit temporary items or a tighter budget; compare your server’s prices before upgrading.

Type Gem Use
Meta Relentless Earthstorm Diamond The physical-damage meta. Activate it before chasing small socket bonuses; purple, orange and green hybrids can cover its colors.

Requires: At least 2 red, 2 yellow, and 2 blue gems.

Damage Delicate Crimson Spinel

Budget: Delicate Living Ruby

Agility is a flexible damage choice once your hit needs and meta colors are covered.
Hit correction Glinting Pyrestone

Budget: Glinting Noble Topaz

Adds hit while retaining agility. Useful when the full set needs more hit, including after a gear or talent swap.
More hit Rigid Lionseye

Budget: Rigid Dawnstone

Can improve white-swing hit after specials are capped. Compare with agility for your build instead of copying Combat’s hit-heavy setup.
Meta colors Shifting Shadowsong Amethyst

Budget: Shifting Nightseye

A purple hybrid supplies red and blue for the meta while retaining a useful damage stat.
Meta / bonus Jagged Seaspray Emerald

Budget: Jagged Talasite

A crit hybrid can complete meta colors or a useful socket bonus; compare the total with your normal damage gem.

When to match sockets

  • Any ordinary gem fits any non-meta socket. Matching every socket on an item activates its bonus; a mismatch keeps the gem’s own stats. Hybrid gems count as both colors for your meta, regardless of the socket they occupy.
  • Satisfy meta colors first, preferably in sockets with useful bonuses. A small bonus may not repay the damage stat you sacrifice to match it. For Relentless Earthstorm Diamond, two purple and two orange hybrids are one way to cover all three required colors.
  • A socket tradeoff
    For a yellow socket with a +2 agility bonus, Delicate Crimson Spinel adds 10 agility. Glinting Pyrestone plus the bonus adds 7 agility. You trade 3 agility for 5 hit rating.

    Assumes your meta is already active; before talents and buffs.

When to swap gems

  • After a gear or Precision change: check special attacks and white swings separately. Hit above the special-attack cap can still be useful; it is not automatically wasted.
  • For unavoidable damage or a mixed survival assignment: use a damage/stamina hybrid where the added health matters.
  • After replacing gear or changing gems, recheck your meta across the whole equipped set. A color that looked expendable may be keeping it active.

Enchants

Slot Enchant Materials
Head Glyph of Ferocity Cenarion Expedition · Revered
Shoulders Greater Inscription of the Blade The Scryers · Exalted
Back Enchant Cloak — Greater Agility
Greater Planar Essence ×1 Arcane Dust ×4 Primal Air ×1
Chest Enchant Chest — Exceptional Stats
Large Prismatic Shard ×4 Arcane Dust ×4 Greater Planar Essence ×4
Wrists Enchant Bracer — Assault
Arcane Dust ×6
Hands Enchant Gloves — Superior Agility
Small Prismatic Shard ×3 Greater Planar Essence ×3 Primal Air ×2
Legs Nethercobra Leg Armor
Heavy Knothide Leather ×4 Cobra Scales ×4 Primal Air ×8 Primal Nether ×1
Feet Enchant Boots — Cat's Swiftness
Large Prismatic Shard ×8 Primal Air ×8
Main hand Enchant Weapon — Mongoose
Void Crystal ×6 Large Prismatic Shard ×10 Greater Planar Essence ×8 Arcane Dust ×40
Off hand Enchant Weapon — Mongoose
Void Crystal ×6 Large Prismatic Shard ×10 Greater Planar Essence ×8 Arcane Dust ×40

Professions

Engineering

Top utility and burst: Super Sapper Charges, grenades, and Deathblow X11 Goggles.

Leatherworking

Provides Drums of Battle (+80 haste) under Anniversary Tinnitus rules (one per party) and crafted armor.

Enchanting

Provides permanent +4 all stats or +2 weapon damage per ring (+8 stats or +4 weapon damage total).

Jewelcrafting

Unique-equipped self-only gems (such as Crimson Sun) and flexible stat cap tuning.

Gear next steps

Ready to gear? The full list covers every slot with caps, alternatives, and who should actually take each drop.

Reviewing your logs

DPS tier list

  • Check Hemorrhage debuff uptime and verify that charges were consistently consumed by physical damage dealers without long drop-offs.
  • Review Slice and Dice uptime (target 95%+ across the encounter).
  • Inspect Shadowstep usage to confirm it was used for gap-closing or empowering abilities rather than wasted in melee on low-value actions.
  • Verify Preparation usage to confirm cooldown resets were utilized effectively during the encounter.
  • Check positioning to ensure 100% of attacks landed from behind the boss, eliminating boss parries.

Tips and Common Mistakes

Practical tips

  • Track Hemorrhage coverage, but do not stop building combo points just because charges remain. Pool energy when maintenance timers permit, and avoid casting builders at 5 combo points.
  • Always cast Premeditation from stealth before engaging; the 2 combo points last 10 seconds, enabling an immediate 3-point Slice and Dice after Garrote or your first builder.
  • Remember that Shadowstep's +20% damage buff applies to your next damaging ability, including Eviscerate, Rupture, Garrote, Ambush, Hemorrhage, and Backstab.
  • Equip a slow main-hand weapon (2.6–2.8 speed sword, mace, or fist) for maximum Hemorrhage strike damage, paired with a fast off-hand weapon (1.4–1.5 speed) to accelerate Deadly Poison applications.
  • With Windfury Totem assigned, leave your slow main hand unpoisoned to receive Windfury Totem, and apply Deadly Poison VII to your fast off hand; without Windfury, run Instant Poison VII on main hand and Deadly Poison VII on off hand (never swap weapons mid-combat).

Common mistakes

  • Waiting for Hemorrhage charges to expire when you need combo points for Slice and Dice or a damage finisher.
  • Wasting Shadowstep while already in melee range on low-value actions instead of saving it for gap-closing or empowering high-impact abilities.
  • Using a low-hit gear setup without checking Subtlety's computed target, which correctly accounts for the build's lack of Precision.
  • Applying poison to the main-hand weapon when paired with a Windfury Totem Shaman, blocking the Windfury imbue.
  • Letting Premeditation expire by casting it too early before the boss pull.
  • Swapping weapons in combat, resetting weapon swing timers and losing auto-attack DPS.