TBC Anniversary realms
Subtlety Rogue leveling guide
The plan in one paragraph
Level as Combat: two swords, Sinister Strike to five points, Slice and Dice, Eviscerate, and the mob dies before your energy does. Rogues level on avoiding fights rather than winning them, and Combat is the tree that wins the ones you take: Precision at 19, Blade Flurry at 30, Adrenaline Rush at 42 and Surprise Attacks at 50 are the levels where it gets faster again. Assassination with daggers is a stealth-and-openers playstyle that is slower to level and worse against anything that sees you coming; Subtlety is for PvP. The leveling tree ends on the Combat raid build exactly, so there is nothing to respec at 70 if you stay Combat, and one respec if you do not.
Your endgame is Subtlety, which in a raid means the Hemorrhage build: the Combat tree without its capstone, and Subtlety to Hemorrhage, a builder that puts a debuff on the boss making every physical hit from every melee in the raid deal more. One Hemorrhage Rogue per raid brings it; your own damage is a little under Combat's. Deep Subtlety is a PvP tree and this page does not pretend otherwise. One respec at 70, and only once a raid has asked.
Milestones on the way to 70
Rogue milestones, 1 to 70
- 1Sinister Strike, Eviscerate, StealthSinister Strike to five combo points, Eviscerate. That is the rotation at 1 and, with a Slice and Dice in the middle, at 70.
- 1You are here
- 4Backstab, Pick PocketBackstab needs a dagger in the main hand and the mob's back; Sinister Strike needs neither. Pick Pocket every humanoid you sap or sneak past; it adds up.
- 6GougeA short incapacitate that lets you bandage or get behind the mob.
- 8Evasion+50% dodge for 15 seconds. The button for the pull that went wrong.
- 10Sap, Sprint, Slice and Dice, first talent pointImproved Sinister Strike 1/2. Sap takes one humanoid out of a two-pull before it starts. Slice and Dice goes up at two combo points on anything that will live ten seconds.
- 12KickYour interrupt. Every caster mob from here is a Kick target.
- 14Garrote, Expose Armor
- 16FeintDrops your threat. In a dungeon it is the button when the tank loses a mob to you.
- 18Ambush
- 20Rupture, Poisons, PrecisionThe poison quest from your class trainer teaches Poisons; do it the day you turn 20. Instant Poison on the main hand always; Crippling on the off-hand for anything that runs. Precision 5/5 from the talent order lands here.
- 22Vanish, DistractVanish drops combat and threat and puts you in stealth. It is the escape, and in a dungeon the threat reset.
- 26Cheap ShotA stun from stealth that gives two combo points. The opener from here.
- 30Kidney Shot, Deadly Poison, Blade Flurry, mountKidney Shot is a stun that scales with combo points; Deadly Poison stacks on the target. Blade Flurry from the talent order makes two mobs one fight.
- 32Wound Poison
- 34BlindTen seconds of a mob wandering off. The second crowd control after Sap.
- 40Safe Fall
- 42Adrenaline RushFrom the talent order: double energy for 15 seconds every five minutes.
- 50Surprise AttacksFrom the talent order: the last Combat talent. From here the points go into Assassination and the spec is already the raid build.
- 58OutlandHellfire Peninsula quest greens and blues replace most of what you are wearing within a level. Outland mobs hit harder; Slice and Dice and Rupture do more of the work than Eviscerate.
- 60Epic riding
- 62EnvenomA finisher that consumes Deadly Poison stacks for nature damage. For a Combat Rogue, Eviscerate is still the finisher; Envenom is a Mutilate spell.
- 64Deadly ThrowA ranged finisher that snares. The runner's answer.
- 66Cloak of ShadowsRemoves magic debuffs and resists spells for 5 seconds. It is a raid mechanic answer as much as an escape, and the reason Rogues survive fights that kill other melee.
- 68Anesthetic Poison
- 70ShivThe level cap. Shiv is an off-hand strike that always applies your off-hand poison; with Crippling or Mind-numbing on the off-hand it is a utility button. The endgame sections take over from here.
Leveling spec
Combat, 1 to 70. Sinister Strike to two combo points, Slice and Dice, Sinister Strike to five, Eviscerate, and the mob is dead or nearly. The real priorities in the tree are Precision at 19, Dual Wield Specialization at 29, Blade Flurry at 30, Adrenaline Rush at 42 and Surprise Attacks at 50; Improved Sinister Strike from the first point because it is the button. Assassination with daggers levels fine if you love openers and badly if you ever get seen first; Subtlety is a PvP tree. Combat is also the raid spec, so there is nothing to undo.
1 to 10. Sinister Strike and Eviscerate, with Stealth to pick your fights and Gouge at 6 to bandage. Rogues are fragile before 10; fight one thing at a time, and learn First Aid from the first trainer you see, because bandages are your heals for seventy levels.
10 to 20. Slice and Dice at 10 changes the loop: two points, Slice and Dice, three more, Eviscerate. Sprint at 10 is your escape and your travel. Sap at 10 takes one humanoid out of a two-pull before it starts (and Pick Pocket it while it sleeps). Kick at 12 on every caster's first cast. Feint at 16 matters in dungeons, not alone. The energy rule: never sit at full energy; Sinister Strike as it comes.
20 to 40. Poisons from the class quest at 20, Instant on the main hand and Crippling on the off-hand, and from here every swing does more. Vanish at 22 is the escape when Sprint is down. Cheap Shot at 26 is your opener on anything you can stealth to: Cheap Shot, Sinister Strike, Slice and Dice, Sinister Strike, Eviscerate, and most mobs die stunned. Blade Flurry at 30 makes a two-pull a one-pull; Kidney Shot at 30 is a stun that stops a caster for the rest of the fight. Mount at 30. Blind at 34 is the second crowd control.
40 to 60. Adrenaline Rush at 42 with Blade Flurry is a pack killer every five minutes. The loop is unchanged; the fights are shorter. Rupture is worth using on anything that lives past one Eviscerate (elites, mostly), and Deadly Poison on the off-hand from 30 stacks with it. Surprise Attacks at 50 is the last Combat point and your finishers stop being dodged.
60 to 70. Outland mobs have more health, so Slice and Dice goes up every fight and Rupture replaces Eviscerate on anything with more than half its health left when you reach five points. Deadly Throw at 64 stops runners, Cloak of Shadows at 66 answers casters, Shiv at 70 applies the off-hand poison on demand. The Assassination points arrive from 51: Malice for crit, then Lethality, and by 70 your tree is the raid build.
Weapons: two swords, the slow one in the main hand. Sinister Strike, Eviscerate and the Sword Specialization extra attacks all scale with main-hand weapon damage, so the main hand is the slowest, hardest-hitting sword you can find (2.6 to 2.8 speed) and the off-hand is fast (1.4 to 1.8) for Combat Potency later and poison applications now. Maces work with the same build and Mace Specialization in place of Sword Specialization; fists too, with Fist Weapon Specialization. Daggers in the main hand mean Backstab, which is a different spec. Train swords early at the weapon master in Undercity if your race does not start with them; a freshly trained weapon type starts at skill 1, so beat on grey mobs for a few minutes before you swing at orange quest mobs.
Why not Assassination to level? Daggers mean Backstab, Backstab means being behind the mob, and a mob that is hitting you is facing you. Mutilate at 50 fixes the positioning problem and the spec is a real raid spec at 70; before that it is a stealth opener followed by a worse Combat Rogue. Level Combat; the respec plan below prices the switch to daggers at 70.
Where each talent point goes
0 / 0 / 0 0 of 61 points
Assassination 0
Combat 0
Subtlety 0
The rule that governs the order below: a talent row is locked until you have spent 5 × (row - 1) points in that tree, and you have level - 9 points to spend. Row 2 opens at 5 points, row 3 at 10, row 9 at 40. The consequence is that you will buy talents you don't especially want purely to open the next row. That isn't a mistake; it's how the tree works. The order below has been checked against the real tree: every point is buyable at the level it is listed.
Combat leveling, 10 to 70 | 61 points
| Level | Talent | Tree | Why |
|---|---|---|---|
| 10 | Improved Sinister Strike 1/2 | combat | Sinister Strike costs 40 energy instead of 45. It is the button you press most for sixty levels, and this is one more of them per fight. |
| 11 | Improved Sinister Strike 2/2 | combat | |
| 12 | Lightning Reflexes 1/5 | combat | +3% dodge. Three ranks, like the raid build, to open row 2 at 5. |
| 13 | Lightning Reflexes 2/5 | combat | |
| 14 | Lightning Reflexes 3/5 | combat | |
| 15 | Precision 1/5 | combat | +5% hit. Every miss is energy wasted and a combo point not built; you will want this before anything else in the tree. |
| 16 | Precision 2/5 | combat | |
| 17 | Precision 3/5 | combat | |
| 18 | Precision 4/5 | combat | |
| 19 | Precision 5/5 | combat | |
| 20 | Improved Slice and Dice 1/3 | combat | Slice and Dice lasts 45% longer. Your attack speed buff covers a whole fight from here. Row 3 opens at 10. |
| 21 | Improved Slice and Dice 2/3 | combat | |
| 22 | Improved Slice and Dice 3/3 | combat | |
| 23 | Improved Sprint 1/2 | combat | Sprint breaks roots and snares. Two points, like the raid build, and it saves your life once a zone. |
| 24 | Improved Sprint 2/2 | combat | |
| 25 | Dual Wield Specialization 1/5 | combat | +50% off-hand damage. Half your swings are off-hand swings. Row 4 opens at 15. |
| 26 | Dual Wield Specialization 2/5 | combat | |
| 27 | Dual Wield Specialization 3/5 | combat | |
| 28 | Dual Wield Specialization 4/5 | combat | |
| 29 | Dual Wield Specialization 5/5 | combat | |
| 30 | Blade Flurry 1/1 | combat | Level 30. +20% attack speed and your attacks hit a second target for 15 seconds, every two minutes. Two mobs become one fight. Row 5 opens at 20. |
| 31 | Sword Specialization 1/5 | combat | 5% chance per sword hit for an extra attack. Use swords; if you are using maces, buy Mace Specialization here instead and the engine validates it. |
| 32 | Sword Specialization 2/5 | combat | |
| 33 | Sword Specialization 3/5 | combat | |
| 34 | Sword Specialization 4/5 | combat | |
| 35 | Sword Specialization 5/5 | combat | |
| 36 | Endurance 1/2 | combat | Sprint and Evasion cooldowns 45 seconds shorter. One rank, like the raid build. |
| 37 | Weapon Expertise 1/2 | combat | +10 weapon skill with swords, fists and daggers. Fewer glancing blows is more damage on every white swing. Row 6 opens at 25. |
| 38 | Weapon Expertise 2/2 | combat | |
| 39 | Aggression 1/3 | combat | +6% Sinister Strike and Eviscerate damage. |
| 40 | Aggression 2/3 | combat | |
| 41 | Aggression 3/3 | combat | |
| 42 | Adrenaline Rush 1/1 | combat | Level 42. Double energy regeneration for 15 seconds every five minutes. With Blade Flurry up, a pack dies. Row 7 opens at 30. |
| 43 | Vitality 1/2 | combat | +4% Stamina and +2% Agility. |
| 44 | Vitality 2/2 | combat | |
| 45 | Combat Potency 1/5 | combat | Off-hand hits have a 20% chance to give 15 energy. The energy engine of the spec; with Dual Wield Specialization this is why Combat never runs dry. Row 8 opens at 35. |
| 46 | Combat Potency 2/5 | combat | |
| 47 | Combat Potency 3/5 | combat | |
| 48 | Combat Potency 4/5 | combat | |
| 49 | Combat Potency 5/5 | combat | |
| 50 | Surprise Attacks 1/1 | combat | Level 50. +10% damage on Sinister Strike, Backstab, Shiv and Gouge, and your finishers cannot be dodged. The spec is complete here. Row 9 opens at 40. |
| 51 | Malice 1/5 | assassination | +5% crit. Row 1 of Assassination. |
| 52 | Malice 2/5 | assassination | |
| 53 | Malice 3/5 | assassination | |
| 54 | Malice 4/5 | assassination | |
| 55 | Malice 5/5 | assassination | |
| 56 | Ruthlessness 1/3 | assassination | 60% chance to start the next combo with a point already on the target after a finisher. |
| 57 | Ruthlessness 2/3 | assassination | |
| 58 | Ruthlessness 3/3 | assassination | |
| 59 | Murder 1/2 | assassination | +2% damage against humanoids, giants, beasts and dragonkin, which is most of Outland. Row 3 opens at 10. |
| 60 | Murder 2/2 | assassination | |
| 61 | Relentless Strikes 1/1 | assassination | Finishers have a 20% chance per combo point to refund 25 energy. Five-point finishers give it back every time. |
| 62 | Lethality 1/5 | assassination | Your Sinister Strike crits deal 30% more. |
| 63 | Lethality 2/5 | assassination | |
| 64 | Lethality 3/5 | assassination | |
| 65 | Lethality 4/5 | assassination | |
| 66 | Lethality 5/5 | assassination | |
| 67 | Improved Expose Armor 1/2 | assassination | Expose Armor removes 50% more armor. In a raid, your Expose Armor is a debuff for the whole melee group. Row 4 opens at 15. |
| 68 | Improved Expose Armor 2/2 | assassination | |
| 69 | Vile Poisons 1/5 | assassination | +8% poison damage and they resist dispel. The last two points, at 70. |
| 70 | Vile Poisons 2/5 | assassination |
Where it ends: 20/41/0, the Combat Swords build WoWSims ships as its default raid spec, point for point. The Combat tree is complete at 50 and the twenty Assassination points after it are the same twenty the raid build has.
Precision before Improved Slice and Dice is on purpose. Five percent hit at 19 is five percent more Sinister Strikes landing for the rest of the game, and a missed builder is a wasted global and 40 energy. Slice and Dice at level 10 lasts long enough for a quest mob without the talent.
Malice at 51, not 10, is on purpose. Five percent crit is the best row 1 in Assassination and a worse leveling talent than Improved Sinister Strike and Precision, because crit is random and energy is not. If you would rather have it early, buy Malice at 10 to 14 and push Lightning Reflexes to 51; the engine validates either order.
Swords, maces or fists: Sword Specialization in the order assumes swords. With maces, buy Mace Specialization in its place (the Combat Maces raid preset keeps both specializations for a mace main hand and a sword off-hand, paid for with Endurance, Vile Poisons and two ranks of Lethality); with fists, Fist Weapon Specialization. All three are on the same row and the engine validates each.
How the class plays while leveling
The solo loop
Stealth to the mob. Cheap Shot from 26 (before that, just attack). Sinister Strike twice, Slice and Dice, Sinister Strike to five points, Eviscerate. On an elite or anything with more than half its health at five points, Rupture instead of Eviscerate and keep going. Never sit at full energy and never Eviscerate at three points unless the mob is about to die; the fight is about spending energy as it arrives and finishing when it counts.
Two mobs: Sap one (humanoids only, from stealth, before anything else), kill the other, then the sapped one wakes up and you start again with full energy. Without a Sap target, Blade Flurry from 30 and hit them both. Three: Sap one, Blade Flurry, Evasion, and Vanish if it goes wrong. A caster: Cheap Shot, Kick on the first cast after the stun, Kidney Shot on the second, and it never finishes a spell. A runner: Crippling Poison on the off-hand means it does not get far; Deadly Throw from 64 finishes it.
When it goes wrong: Evasion (8) is +50% dodge for 15 seconds and fixes most pulls. Gouge (6) buys a bandage. Sprint (10) is the exit. Vanish (22) is the exit when Sprint is down, and it drops the mob entirely if you do not touch it for a few seconds. Cloak of Shadows (66) is for the caster that is killing you. A Rogue with all of them up should not die to anything that is not an elite, and should not fight an elite alone until 70.
Poisons
From 20, after the class quest, both weapons carry a poison at all times and you carry a stack of each. Instant Poison on the main hand, always; it is a flat share of your damage. Off-hand: Crippling while leveling (nothing runs), Deadly from 30 on anything that lives long enough to stack it, Mind-numbing on casters you cannot Kick, Wound Poison in PvP. Poisons wear off the weapon after an hour and when you swap weapons; a WeakAura that shouts when one is missing pays for itself in a day. At 70, Deadly Poison on the off-hand and Instant on the main hand is the raid setup for Combat; Mutilate wants Deadly on both.
Stealth and openers
Stealth is a travel tool before it is a combat one: around packs you do not need, past patrols, into caves. Sap is the Rogue's crowd control and the whole reason dungeons want you: Sap the marked humanoid before the pull (Distract at 22 turns the pack away so you can reach it), and tell the group when it is about to break. Pick Pocket every humanoid you Sap; the lockboxes and silver add up to a mount.
Cheap Shot is the solo opener from 26: a stun and two combo points. Garrote is a bleed opener for things you cannot stun. Ambush needs a dagger in the main hand and is not your spec's opener. In a raid, there is no opener; you walk in after the tank.
Threat, groups and Expose Armor
Feint (16) drops your threat on the current target and Vanish drops it on everything; in a dungeon before 70, the rule is to let the tank hit twice, then open with Sinister Strike, and Feint when you are second on the meter. Expose Armor at five combo points removes a large share of the target's armor for 30 seconds and does not stack with the Warrior's Sunder Armor; in a dungeon ask which the group wants, and in a raid with Improved Expose Armor yours is usually the one they want on the boss.
Macros
#showtooltip Sinister Strike /startattack /cast Sinister Strike
Every builder with a startattack line, so you are never standing next to a mob with auto attack off.
#showtooltip Sap /cast [target=mouseover,exists,harm] Sap; Sap
Sap whatever is under your mouse without losing your kill target.
#showtooltip Cloak of Shadows /stopattack /cast Cloak of Shadows /cast Vanish
The full escape on one key, for the fights that have already gone wrong; press it once for Cloak, again for Vanish.
Train every new spell rank the moment you can afford it; an old rank of your main nuke is the most common reason a level feels slow. Keep your bags clear of vendor trash before leaving town, and pick up every flight path you pass; the map is the biggest time-saver in the game.
Gear and stat priority
Leveling set: the main-hand weapon first (slow, highest top-end damage), then Agility (attack power, crit and dodge in one stat), then Stamina, then attack power, hit and crit. Leather, obviously, and "of the Monkey" (Agility and Stamina) greens are made for you; "of the Tiger" (Agility and Strength) are nearly as good. Replace the main hand every ten levels if you can; a quest sword with 10 more top-end damage beats a blue chest piece. The off-hand matters less: fast, and whatever has stats.
Subtlety (Hemorrhage) at 70, in order: the same list as Combat: hit, expertise to 26, Agility, attack power, crit. Weapons: a slow sword in the main hand and a fast off-hand, as Combat does; Hemorrhage scales with main-hand weapon damage like Sinister Strike does.
Zones and dungeons by bracket
Quest levels by zone, Horde side. A zone is comfortable when your level sits inside its range; move on when the quests turn green.
| Levels | Zones | Dungeons |
|---|---|---|
| 1 to 10 | Durotar, Mulgore, Tirisfal Glades, Eversong Woods | |
| 10 to 20 | The Barrens, Silverpine Forest, Ghostlands | Ragefire Chasm (13 to 18), Wailing Caverns (17 to 24), Deadmines (18 to 23) |
| 20 to 30 | Stonetalon Mountains, Ashenvale, Hillsbrad Foothills, Thousand Needles from 25 | Shadowfang Keep (22 to 30), Blackfathom Deeps (24 to 32), Razorfen Kraul (29 to 38) |
| 30 to 40 | Desolace, Arathi Highlands, Stranglethorn Vale, Dustwallow Marsh, Badlands, Swamp of Sorrows | Scarlet Monastery (34 to 45), Razorfen Downs (37 to 46) |
| 40 to 50 | Hinterlands, Tanaris, Feralas, Searing Gorge, Un'Goro Crater from 48 | Uldaman (41 to 51), Zul'Farrak (44 to 54), Maraudon (46 to 55) |
| 50 to 60 | Felwood, Burning Steppes, Western and Eastern Plaguelands, Winterspring, Silithus | Sunken Temple (50 to 60), Blackrock Depths (52 to 60), Lower Blackrock Spire, Dire Maul (55 to 60), Stratholme and Scholomance (58 to 60) |
| 58 to 63 | Hellfire Peninsula | Hellfire Ramparts (60 to 62), Blood Furnace (61 to 63) |
| 60 to 64 | Zangarmarsh | Slave Pens (62 to 64), Underbog (63 to 65) |
| 62 to 67 | Terokkar Forest, Nagrand | Mana-Tombs (64 to 66), Auchenai Crypts (65 to 67), Old Hillsbrad (66 to 68) |
| 65 to 70 | Blade's Edge Mountains, Netherstorm, Shadowmoon Valley | Sethekk Halls (67 to 69), then the level 70 dungeons: Steamvault, Shadow Labyrinth, Shattered Halls, Mechanar, Botanica, Arcatraz, Black Morass |
Dungeon ranges are the levels the quests and drops are tuned for; you can enter earlier with a group that knows the place. In Outland, every dungeon has a heroic mode at 70 that needs a key from the matching reputation at Honored.
Why these professions
You have not picked professions yet, so this section is the advice on which to take; pick them in the character card and it becomes the route.
The two questions. Do you want the profession to make you stronger at 70, or to make gold on the way? The crafting professions with a bind-on-pickup payoff (Tailoring's cloth sets for casters, Leatherworking's sets for mail and leather wearers, Blacksmithing's Armorsmith and Weaponsmith lines for plate, Jewelcrafting's trinkets, Engineering's goggles, Alchemy's flask that lasts through death) make you stronger and cost gold to level. The gathering professions (Mining, Herbalism, Skinning) make gold and cost nothing but detours. The usual answer is one of each: the crafter your damage gear wants, and the gatherer that feeds it.
For damage: the crafting profession that makes your armor class's set (Tailoring for cloth, Leatherworking for leather and mail, Blacksmithing for plate), paired with the gatherer that feeds it (Tailoring with Enchanting or a gatherer for gold, Leatherworking with Skinning, Blacksmithing with Mining). Engineering with Mining is the universal second choice for the goggles and the gadgets.
Leveling a profession costs the least when you do it while you level the character; every zone's nodes and drops are the ones the route wants at that skill. Pick early.
Your endgame build
0/40/21. The Hemorrhage build WoWSims ships as its "Hemo" preset: the Combat tree minus Surprise Attacks, and Subtlety to Hemorrhage. Nothing from the Combat leveling tree needs to change except the last point and the twenty Assassination points, which move to Subtlety.
Subtlety (Hemorrhage) 0/40/21 | 61 points
| Level | Talent | Tree | Why |
|---|---|---|---|
| 10 | Master of Deception 1/5 | subtlety | Harder to detect in stealth. Row 1 of Subtlety has nothing a raider uses more; Opportunity is Ambush and Garrote damage, which you do not open with in a raid. |
| 11 | Master of Deception 2/5 | subtlety | |
| 12 | Master of Deception 3/5 | subtlety | |
| 13 | Master of Deception 4/5 | subtlety | |
| 14 | Master of Deception 5/5 | subtlety | |
| 15 | Dirty Tricks 1/2 | subtlety | Cheaper, longer Blind and Sap. |
| 16 | Dirty Tricks 2/2 | subtlety | |
| 17 | Camouflage 1/5 | subtlety | Faster in stealth and a shorter Stealth cooldown. Row 2 filler; row 3 needs ten points. |
| 18 | Camouflage 2/5 | subtlety | |
| 19 | Camouflage 3/5 | subtlety | |
| 20 | Camouflage 4/5 | subtlety | |
| 21 | Camouflage 5/5 | subtlety | |
| 22 | Initiative 1/3 | subtlety | A chance at an extra combo point from an opener. |
| 23 | Initiative 2/3 | subtlety | |
| 24 | Ghostly Strike 1/1 | subtlety | A strike with +15% dodge after it; a row gate, mostly. |
| 25 | Elusiveness 1/2 | subtlety | Vanish and Blind cooldowns shorter. Vanish is your threat reset. |
| 26 | Elusiveness 2/2 | subtlety | |
| 27 | Serrated Blades 1/3 | subtlety | Your attacks ignore some armor and Rupture does more. Armor penetration on every swing. |
| 28 | Serrated Blades 2/3 | subtlety | |
| 29 | Serrated Blades 3/3 | subtlety | |
| 30 | Hemorrhage 1/1 | subtlety | A builder that puts a debuff on the target making every physical hit on it deal more damage. One Hemorrhage Rogue buffs the whole melee group; that is the point of the build. |
| 31 | Improved Sinister Strike 1/2 | combat | You still Sinister Strike when the Hemorrhage debuff is up and someone else is refreshing it. |
| 32 | Improved Sinister Strike 2/2 | combat | |
| 33 | Lightning Reflexes 1/5 | combat | Three ranks for the row. |
| 34 | Lightning Reflexes 2/5 | combat | |
| 35 | Lightning Reflexes 3/5 | combat | |
| 36 | Improved Slice and Dice 1/3 | combat | Slice and Dice for the whole fight. |
| 37 | Improved Slice and Dice 2/3 | combat | |
| 38 | Improved Slice and Dice 3/3 | combat | |
| 39 | Precision 1/5 | combat | +5% hit. |
| 40 | Precision 2/5 | combat | |
| 41 | Precision 3/5 | combat | |
| 42 | Precision 4/5 | combat | |
| 43 | Precision 5/5 | combat | |
| 44 | Endurance 1/2 | combat | Two ranks for the row. |
| 45 | Endurance 2/2 | combat | |
| 46 | Improved Sprint 1/2 | combat | One rank for the row. |
| 47 | Dual Wield Specialization 1/5 | combat | +50% off-hand damage. |
| 48 | Dual Wield Specialization 2/5 | combat | |
| 49 | Dual Wield Specialization 3/5 | combat | |
| 50 | Dual Wield Specialization 4/5 | combat | |
| 51 | Dual Wield Specialization 5/5 | combat | |
| 52 | Blade Flurry 1/1 | combat | +20% attack speed every two minutes. |
| 53 | Sword Specialization 1/5 | combat | Extra attacks on sword hits. Hemorrhage builds use swords in the main hand. |
| 54 | Sword Specialization 2/5 | combat | |
| 55 | Sword Specialization 3/5 | combat | |
| 56 | Sword Specialization 4/5 | combat | |
| 57 | Sword Specialization 5/5 | combat | |
| 58 | Weapon Expertise 1/2 | combat | +10 weapon skill. |
| 59 | Weapon Expertise 2/2 | combat | |
| 60 | Aggression 1/3 | combat | +6% Sinister Strike and Eviscerate. |
| 61 | Aggression 2/3 | combat | |
| 62 | Aggression 3/3 | combat | |
| 63 | Vitality 1/2 | combat | +2% Agility, +4% Stamina. |
| 64 | Vitality 2/2 | combat | |
| 65 | Adrenaline Rush 1/1 | combat | Double energy for 15 seconds. |
| 66 | Combat Potency 1/5 | combat | Off-hand hits give energy. The last five points; Surprise Attacks is the one Combat talent this build gives up for Hemorrhage. |
| 67 | Combat Potency 2/5 | combat | |
| 68 | Combat Potency 3/5 | combat | |
| 69 | Combat Potency 4/5 | combat | |
| 70 | Combat Potency 5/5 | combat |
Be clear about what this spec is for. Hemorrhage puts a debuff on the target that makes every physical hit from every melee in the raid deal more damage for a short time or a number of hits, and one Hemorrhage Rogue per raid keeps it up for the Warriors, Hunters, Enhancement Shamans, Feral Druids and the other Rogues. Your own damage is a little under Combat's because you gave up Surprise Attacks and the Assassination crit talents. A raid with four melee or more wants one of these; a raid with one Rogue wants Combat. Deep Subtlety (Shadowstep, Premeditation, Master of Subtlety) is a PvP build and does not raid.
The core is Hemorrhage and Serrated Blades, with the whole Combat engine behind them: Precision, Dual Wield Specialization, Blade Flurry, Sword Specialization, Adrenaline Rush and Combat Potency. The flexible points are the Subtlety row 1 and 2 fillers (Master of Deception and Camouflage are chosen because nothing on those rows helps a raider; Opportunity if you Garrote), Initiative versus Improved Ambush, and the one point in Improved Sprint.
Raid job description: the Combat rotation with Hemorrhage in place of Sinister Strike: Slice and Dice at two or three points, Hemorrhage to five, Rupture, Hemorrhage to five, Eviscerate. Keep the Hemorrhage debuff on the boss above all else; it is consumed by hits, so with a lot of melee it falls off fast and you refresh it more often than you finish. Adrenaline Rush and Blade Flurry on the pull with a trinket. Vanish for threat, Cloak for mechanics, behind the boss always.
When to respec: at 70, only when a raid has asked for the debuff. A Hemorrhage Rogue outside a raid is a slightly worse Combat Rogue.
Endgame prep. Start now
Pre-raid gearing, the short version.
- Hit and expertise first, from the Shadowmoon Valley and Netherstorm quest rewards and the dungeon blues with them. A Rogue below the special hit cap wastes energy; a Rogue below 26 expertise watches the boss dodge the finisher.
- Weapons. The main hand is the biggest single upgrade on the sheet; the Shadow Labyrinth, Steamvault and Black Morass swords are good for a long time, and the Honor Hold or Thrallmar reputation sword is the one you can plan for.
- Heroic dungeon blues with Agility, attack power and hit. Honor Hold or Thrallmar Honored for the first heroic key; Lower City, the Sha'tar, Cenarion Expedition and Keepers of Time for theirs, and Lower City and the Sha'tar sell leather pieces along the way.
- Crafted leather from the auction house where it beats the dungeon drop: Fel Leather (Gloves, Leggings, Boots) is a Leatherworker's Agility set that is not bind-on-pickup.
- Poisons: a stack of Instant and Deadly in the bag before every raid, and Mind-numbing for the fights with casters to Shiv.
The heroic keys are reputations from the dungeons themselves: Honor Hold or Thrallmar, Cenarion Expedition, Lower City, the Sha'tar and Keepers of Time, each to Honored. A Rogue with Sap and Kick gets groups; a Rogue who also opens the lockboxes gets invited back.
Karazhan attunement starts in Deadwind Pass and runs through Shadow Labyrinth, Steamvault and Arcatraz to Black Morass. Do it as you gear; every one of those dungeons drops something you want.
Start reputations before 70. Every Outland dungeon reputation reaches Honored from normal runs on the way up, and Honored is what buys the heroic key. Cenarion Expedition (Coilfang), Honor Hold or Thrallmar (Hellfire Citadel), Lower City (Auchindoun), the Sha'tar (Tempest Keep) and Keepers of Time (Caverns of Time) each gate a heroic; run the normal versions while they are your level and the keys are waiting when you arrive.
Pre-raid gear is dungeon blues, reputation rewards and crafted pieces. Heroics drop the best of it and pay Badges of Justice for the rest. Quest blues from Nagrand, Netherstorm and Shadowmoon Valley fill the gaps; do not skip the last three zones' quest lines on the way to 70, they are the fastest gearing there is.
The Karazhan attunement (the Master's Key chain through Shadow Labyrinth, Steamvault and Old Hillsbrad, ending in the Black Morass) is the first raid gate on the Anniversary realms; start it the week you hit 70 because it takes a group for every step.
Respec plan
Anniversary realms have Dual Talent Specialization, so the cleanest plan is two trees: Combat for everything, and Mutilate or Hemorrhage in the second slot when the daggers or the raid ask for it. Check the trainer for the price in game; sources disagree on what TBC Anniversary charges.
Reading an order from any level. Every talent order on this page is a list of which point to buy at which level, and the trees in the talent section have a level slider that can show any of them. To respec into a build at level 70, pick that build above the trees and drag the slider to 70: the highlighted cells are the 61 points to buy, in the order the table lists them. Every order has been checked so that each row is open by the time you reach it.
Into Hemorrhage. At 70, when a raid has asked for the debuff: follow the Subtlety raid order from the top. Forty of the 61 points are already where the Hemorrhage build wants them; the respec is one Combat point and the twenty Assassination points moving to Subtlety.
The number to budget: 50g per respec on original rules, the dual-spec price once on Anniversary. A Rogue who respecs once at 70 pays well under 60g; nobody should be flipping specs per raid night.
UI and addons
A Rogue watches energy, combo points and two timers (Slice and Dice, Rupture) at once, and the default UI shows the combo points on the target frame where you are not looking.
- Combo points and energy near your character: any addon that moves them to the middle of the screen; the default placement is why new Rogues Eviscerate at three.
- WeakAuras: Slice and Dice remaining, Rupture remaining, poison missing from either weapon, Adrenaline Rush and Blade Flurry ready, Sap remaining on your mouseover target, and at 70 the Hemorrhage debuff remaining on the target. An energy tick bar helps the pooling habit.
- A threat meter (Omen) in every group; Feint when you are second on it.
- A swing timer is less useful for you than for a Warrior; skip it.
- One boss-mod addon, DBM or BigWigs, not both.
The addons that pay for themselves on any class: a quest helper (Questie) so you stop reading quest text for coordinates; a bag addon (Bagnon or similar) so you can see what you are carrying; a boss mod (Deadly Boss Mods or BigWigs, never both) the day you start dungeons; and WeakAuras once you have a cooldown or buff you keep forgetting. Bind every ability you use in a fight to a key before you hit 20; clicking is the single biggest thing that makes a character feel weak.
Checklist
Ticks are remembered in this browser for this class and spec.
Now
20 to 70
At 70