Seal Fate/Hemorrhage (31/0/30)

The concept behind Seal Fate Hemo is the success of Mutilate. Mutilate is so successful mainly due to the powerful poison talents, but also due to controlled burst. Seal Fate Hemo offers these benefits, while using one handers instead of daggers. It also offers increased mobility, with Preperation. Saving up 110/120 energy before using kidney, then building up 5 points and using CB eviscerate during the kidney shot can deliver a surprising amount of burst.

You can really move quite a few of the points in SF/Hemo around a bit due to personal preference. Most importantly, you might want quick recovery.

Assassination (31)

Talent Description
Improved Eviscerate3/3
Remorseless Attacks0/2
Malice5/5A Must Have. This along with Murder, Ruthlessness and Relentless Strikes are the reason you went into assassination. They are add tons of DPS.
Ruthlessness3/3As previously stated - A Must Have.
Murder2/2As previously stated - A Must Have.
Improved Backstab0/3
Relentless Strikes1/1As previously stated - A Must Have.
Improved Expose Armor0/2
Lethality1/5Barely increases your dps at all. Myself (Buddhist), among others have done tons of math on it, and it's negligible.
Vile Poisons5/5
Improved Poisons2/5Pretty good talent, when you think about it. Keeping poisons up can be tough.
Fleet Footed2/2
Cold Blood1/1
Improved Kidney Shot0/3
Quick Recovery0/2A GREAT talent if you arena with a healer. It essentially makes your healer 20% more powerful if you're being focused.
Seal Fate5/5
Master Poisoner0/2
Vigor1/1Vigor may at first seem completely worthless. You may find it useful in arenas if you get kited at all (which happens almost invariably), and tick up to full energy. The extra 10 could add the needed burst to down your target during a Kidney Shot and win the match. Still, its questionable.

Subtlety (30)

Talent Description
Master of Deception5/5Not getting seen is obviously very important in arenas, so you can get your sap and opener off.
Opportunity0/5
Sleight of Hand0/2
Dirty Tricks2/2This is awesome for obvious reasons.
Camouflage5/5I prefer 5 points here over getting Ghostly Strike or anything else. This is simply because speed and mobility are extremely important, and moving a little bit faster can make the difference between catching that priest on a mount and losing him (while stealthed).
Initiative3/3This really should be a 100% chance, but its not. Even still, it's still really useful for opening and getting an instant 3 point Slice and Dice going for poison application.
Ghostly Strike0/1
Improved Ambush0/3
Setup0/3Setup is bad. The only time you'd want setup is if you always get focused... but even then, it's still pretty bad.
Elusiveness2/2Decreased Blind cool down. Enough said. Must Have.
Serrated Blades3/3Prereq for Hemorrhage.
Heightened Senses1/2
Preparation1/1An Obvious Must Have.
Dirty Deeds2/2This is a huge DPS buff, especially in arenas, where a target is kept alive around 10%, and you can't quite finish him off.
Hemorrhage1/1As AR/Prep, hemo will always be better than Sinister Strike, under every circumstance.
Master of Subtlety0/3
Deadliness5/5You should be stacking AP, so deadliness is better than Malice point per point.

Contributors

Buddhist
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