NOTE: This guide is only partially updated for patch 5.2. The Assasination part is outdated, the macros do not include new talents and the rogue pvp burst spreadsheet is not finished, yet. Will keep updating the guide in the next weeks and am interested in your feedback.
1.) General Mechanics
1.1 Changes in MoP
1.2 Poisons
1.3 Stealth and Vanish
1.4 Combo Points and Finishers
1.5 Abilities for all rogue specializations
1.6 Diminishing Returns
2.) Specializations
2.1 Assassination
2.2 Combat
2.3 Subtlety
3.) Gear
3.1 Hit and Expertise
3.2 Socket calculator
3.3 Calculation example
3.4 Assassination stats
3.5 Combat stats
3.6 Subtlety stats
3.7 Enchants
3.8 PvE vs. PvP gear
3.9 Formulas
4.) Racials
5.) Professions
6.) Talents
7.) Glyphs
8.) Macros
9.) Contributors
1.) General Mechanics
1.1 Changes in MoP
This is a short list with mechanic changes in MoP, most of the points are explained in detail later on.
- Smoke Bomb Smoke does not break stealth anymore. Neither for the rogue nor for the enemy team.
- Kick does not have an energy cost anymore
- Gouge creates no combo points and no longer deals damage
- Sap has 10 yard range, the former increase from Dirty Tricks is now baseline
- Blind has a 2 min cooldown, not dodgeable anymore and does not break stealth
- All ranged attacks are dodgeable now
- Crimson Tempest - new AoE finishing move
- Garrote now works from the front as well
- Rupture has an increased run time
- Feint has no cooldown and works without a target
- Shiv can now be dodged and parried, it also has a secondary effect, see point 1.2 for more information
- Fan of Knives gives a combo point if it hits your target
- Poisons got many changes, see point 1.2 for more information
- Ambush got its damage increased damage but has no additional crit chance anymore
- Backstab and Mutilate no longer have additional crit chance
- Hemorrhage no longer triggers Sanguinary Vein, but Rupture, Garrote and Crimson Tempest do
- Shadowstep has no energy cost and can be used on friendly targets
- Cloak of Shadows now has a one minute cooldown
- Shadow Walk - new ability to increase your stealth level for six seconds
- Shadow Dance reduces the energy cost of Ambush now by 20
- Shadow Blades - new burst ability
- Expose Armor - is now a combo point builder instead of a finishing move
- Master Poisoner - debuff applied by all poisons, baseline for all specs
- Swiftblade's Cunning - our new buff
- The 5% crit from Honor among Thieves is gone
- Relentless Strikes is a passive for all specs
- Fleet Footed does no longer increase healing taken, but 15% movement speed increase is now baseline
No longer are poisons attached to weapons. They are now an undispelable buff. There are two categories of poisons. Damage poisons (Wound Poison and Deadly Poison) and utility poisons (Crippling Poison, Mind Numbing Poison, Leeching Poison and Paralytic Poison). Rogues can choose one damaging and one utility poison, but not two of the same category. Weapon switches will not change the poisons. Changing poisons is a 1.5 second cast when glyphed.
All utility poisons have an additional Shiv-effect.
- Crippling Poison – Reduces the target’s speed by 70% for 12 seconds.
- Mind Numbing Poison – Increases the casting time of an enemy's next spellcast within 8 seconds by 100%.
- Leeching Poison – Instantly restores 5% of the Rogue’s health.
- Paralytic Poison – Roots the target in place for 4 seconds.
1.3 Stealth and Vanish
Rogues have the ability to stealth themselves. This opens up the usage of additional abilities: Cheap Shot, Garrote, Ambush, Sap, Disarm Trap, Shadow Walk and Shroud of Concealment, as well as Premeditation for Subtlety only. Rogues are invisible to enemy players while staying at a distance or behind the enemy. Every class has skills that can pop a rogue out of stealth and prevent openers. Absorb effects the priests Power Word: Shield can prevent some of the skills to kick the rogue out of stealth. Ground effects like Death and Decay or Consecration pop the rogue on their initial cast when standing in the area even with a shield, but once they are cast a rogue can walk over them without being unstealthed due to the absorb.
Stealth can only be activated outside of combat (drops 5.5 seconds after the last action that keeps a rogue in combat) or with Vanish. The Vanish skill has an additional effect: It keeps the rogue in stealth for three seconds even while taking damage, unless the rogue uses a ability that breaks stealth. Also noteable: Vanish removes the Vendetta debuff.
We created a video showing the distances at which rogues are seen and can be seen in stealth, including Shadow Walk and the Glyph of Shadow Walk
1.4 Combo Points and Finishers
Rogues have combo-point-builders like Sinister Strike, Mutilate, Backstab and some more. You can build up to five combo-points (except when using Anticipation). Finishers are abilities that spend combo-points: Slice and Dice, Rupture, Recuperate, Kidney Shot, Crimson Tempest and depending on specialization Eviscerate (combat, subtlety) or Envenom (mutilate). Depending on specialization some of the finishers are vital to be effective. Subtlety needs Slice and Dice up and Rupture, Crimson Tempest or Garrote on the target, Mutilate needs Rupture on the target, Envenom for increased poison procs and refreshing Slice and Dice. All finishers have 20% chance per combo point used to restore 25 energy by Relentless Strikes. This means that all but three finishers (Envenom, Eviscerate, Crimson Tempest) are energy-neutral when used with five combo-points. Energy neutral means you get all energy back after the finisher, they still cost 25 energy to cast.
1.5 Abilities for all rogue specializations
Blind
Instant control on range. Is no longer dodgeable. It can be used out of stealth. So a rogue is able to control three enemy targets with Sap, Blind and a stun or Garrote.
Cloak of Shadows
Very strong cooldown against magic damage. Can be used to avoid magic based crowd control like Polymorph or Fear.
Crimson Tempest
Pretty strong AoE finishing move. Subtlety can use it to spread Sanguary Vein's damage increase prior to a switch. It breaks crowd control within eight yards of the target.
Detect Trap and Disarm Trap
Rogues are the only class that detect hunter traps from a distance. Rogues are able to disarm them while stealthed or during Shadow Dance, even while out of line of sight.
Dismantle
Disarms prevent the usage of abilities that require weapons and shields. A disarmed warrior cannot use Shield Wall but he can use Bladestorm.
Distract
A targeting circle appears when pressing this ability. If enemy players are within the circles their view is turned towards the circle center point if they are not in combat. Useful when trying to prevent enemy teams from rushing behind pillars in the Dalaran Arena or for skill-moves like turning a vanishing rogue 180 degrees around, so he cannot sap immediately.
Evasion
Strong defensive cooldown against melees and hunters. Dodge does not work from behind, which is why you need to face your opponent for it to be effective.
Expose Armor
The new Expose Armor ability awards one combo point instead of consuming them. It becomes a solid choice if you can stick to your target for a longer time. The debuff stacks up three times, but with the Glyph of Expose Armor all three stacks are applied at once. Probably only useful with the glyph.
Fan of Knives
Gives combo points if the target is hit. Used often to keep enemies in combat, break them out of stealth or snare multiple opponents.
Feint
Now Feint no longer needs a target and has no cooldown, so you can set it up whenever you want but be careful it breaks stealth. With Elusiveness and the Glyph of Feint you take 30% less damage for seven seconds, which is pretty decent for 20 energy. Elusiveness reduces AoE damage multiplicative to a total of 65%.
Gouge
Good control ability, especially when combined with Dirty Tricks and the Glyph of Gouge. Can be put on a different target without losing your combo points.
Kick
Together with many interrupts the cooldown of Kick is increased to 15sec. Interrupting means that spells of the interrupted school cannot be cast for five seconds. Most casters try to fake-cast, which means stopping the cast to bait the rogue to use Kick without interrupting anything. It is best to kick either early or late in the cast but not in the middle and to alternate this behavior to not be predictable.
An interesting called "Ghost Kick" is turning to the enemy caster so he will assume you are about to kick him, he will stop casting and start again. It is possible to force some players to not finish a cast as they only stop faking once they see kick on cooldown with addons like Interrupt Bar.
Preparation
Less abilities are reset but since patch 5.2 a baseline skill. This ability gives rogues additional defenses with a reset on Vanish and Evasion, as well as Dismantle and Sprint.
Redirect
Good to use prior to target switches or to use Kidney Shot on a different target. Anticipation charges are a buff on the rogue, means they are not affected by Redirect.
Sap
For a good opener Sap is decisive. It is either used to control a second target or to keep the primary target in place for an opener. Sap can be used on enemies out of combat. At the start of the match enemy teams will try to get in combat in order to avoid being sapped. Also abilities like Hand of Sacrifice or Unholy Frenzy might be used to break Sap. Enemies that are controlled for more than 5.5 seconds leave combat and may be sapped to follow up the control chain.
Shadow Blades
Rogues new burst. Shadow Blades does good damage and is great to get combo points. While Shadow Blades is active, all white hits are transformed into yellow hits and therefore do not miss if hit-capped for styles. It's very important to have Slice and Dice up before using Shadow Blades. This ability does not break stealth and works on the opener. Shadow Blades is not on the global cooldown.
Shadow Walk
Shadow Walk increases stealth by a lot. You can nearly stand on top of an enemy and not be detected. We created a video showing the distances at which rogues are seen and can be seen in stealth, including Shadow Walk and the Glyph of Shadow Walk
Shiv is used to apply utility poisons at once and dispel enrage effects from enemies. It enhances the effects of the poison. See Point 1.2) for details. Shiv can be dodged and parried unlike in former expansions.
Shroud of Concealment
You can stealth your whole team for an opener. Your party or raid members can ride in stealth while in the circle.
When they perform any action they will pop out of stealth but be stealthed again shortly after.
Smoke Bomb
The infamous Smoke Bomb is perhaps the most important ability in the rogue's arsenal. It is impossible for enemies (not for your team) to target spells into or out of the Smoke Bomb. Area of effect abilities work however. Can be used to deny healing during burst phases or prevent ranged damage dealers to kill you or a team mate. Smoke does not break stealth anymore. Neither for the rogue nor for the enemy team.
Sprint
You move very fast with sprint, however snares and roots are not removed or immuned by this ability. The usage of Sprint does not break stealth.
Throw
If not specced into Shuriken Toss or Deadly Throw the only ability to do ranged damage. As Throw does not proc poisons it cannot be used as a ranged snare like in earlier expansions.
Vanish
Keeps the rogue in stealth for three seconds even while taking damage, unless the rogue uses a ability that breaks stealth. Vanish removes the Vendetta debuff but cannot be cast while afflicted by Faerie Fire.
Passives for all rogue specializations
Fleet Footed, Master Poisoner, Relentless Strikes, Swiftblade's Cunning
1.6 Diminishing Returns
Diminishing Returns means that crowd control effects are diminished on each subsequent application. The first application goes through fully, the second has half duration, the third one only 25% of the original duration and any further applications have not effect. 15-20 seconds after the end of the control effect Diminishing Returns are reset. Due to the random reset timer most addons use 20 seconds as timer. Diminishing returns have different categories. You can see the whole list on the AJ thread, I included the categories with rogue abilities here.
[CR] = Controlled Root
- Death Knight Chains of Ice (Chillblains root)
- Druid Entangling Roots, Entangling Roots Treants (Balance), Nature's Grasp, Mass Entanglement (talent)
- Hunter Narrow Escape (talent), Pin (Crab), Web (Spider), Lock Jaw (Dog), Venom Web Spray (Beast Mastery Silithid)
- Mage Frost Nova, Freeze (Frost Water Elemental)
- Monk - Disable
- Priest Void Tendril's Grasp
- Rogue - Partial Paralysis (Paralytic Poison Shiv effect) - unconfirmed
- Shaman Earthgrab (talent), Freeze (Frozen Power talent)
- Warrior Staggering Shout
- Death Knight Asphyxiate (talent), Gnaw (Unholy Ghoul), Monstrous Blow (Dark Transformation Unholy Ghoul ability), Remorseless Winter (5th stack, talent)
- Druid Maim, Pounce, Mighty Bash (talent), Bear Hug (Guardian), Bash (Treants)
- Hunter Binding Shot, Intimidation (Beast Mastery), Bad Manner (Monkey), Sonic Blast (Bat)
- Mage Deep Freeze, Combustion (Fire)
- Monk Charging Ox Wave (talent), Leg Sweep (talent), Clash (Brewmaster), Fists of Fury (Windwalker)
- Paladin Hammer of Justice, Holy Wrath (Protection), Fist of Justice (talent), Glyph of Blinding Light
- Rogue Cheap Shot, Kidney Shot
- Shaman Static Charge (Capacitor Totem Stun)
- Warlock Shadowfury (talent), Felguard: Axe Toss (Demonology), Infernal Awakening (Infernal)
- Warrior Shockwave (talent), Warbringer (talent, Charge knockdown), Storm Bolt (talent)
- Tauren War Stomp
- Hunter Snatch (Bird of Prey), Clench (Scorpid)
- Monk Grapple Weapon
- Priest Psychic Horror (Shadow)
- Rogue Dismantle
- Warlock Voidwalker: Disarm (also Voidlord, same spell)
- Warrior Disarm
- Druid Hibernate, Disorienting Roar (talent)
- Hunter Freezing Trap, Wyvern Sting (Survival)
- Mage Polymorph, Ring of Frost (talent)
- Monk Paralysis
- Paladin Repentance (talent)
- Priest Shackle Undead
- Rogue Gouge, Sap
- Shaman Hex
- Pandaren Quaking Palm
- Hunter Scare Beast
- Paladin Blinding Light, Turn Evil
- Priest Psychic Scream, Psychic Terror (Psyfiend fear, talent)
- Rogue Blind
- Warlock Fear, Blood Fear (talent, same debuff for both), Howl of Terror (talent), Succubus: Seduction, Mesmerize (Shivarra demon)
- Warrior Intimidating Shout
- Rogue - Paralysis (Paralytic Poison five stack stun)
- Shaman - Earthquake
- Warlock - Aftermath (Destruction)
- Warrior - Dragon Roar (talent)
- Death Knight Strangulate
- Druid Solar Beam (Balance)
- Hunter Silencing Shot (talent)
- Mage Improved Counterspell, Frostjaw (talent)
- Monk Spear Hand Strike
- Paladin Avenger's Shield (Protection)
- Priest Silence (Shadow)
- Rogue Garrote
- Warlock Felhunter: Spell Lock, Optical Blast (Observer demon)
- Warrior Pummel and Heroic Throw with Glyph of Gag Order
- Blood Elf Arcane Torrent
Unlike former seasons all of the the three rogue specializations are viable for PvP and the choices will be based on comps and brackets, possibly enemy teams.
2.1 Assassination
has the highest sustained damage when using Deadly Poison, especially against targets with high armor. As the damage is based on Deadly Poison a team-partner has to bring the MS (healing reduction, see Wound Poison) effect. Mastery gear is needed to keep the damage high, so Assassination does not have enough regeneration to use Burst of Speed effectively. Dispatch feels rather weak as execute and goes from 20-30k on a pvp geared warrior. Assassination needs four finishers (Rupture for energy regeneration through Venomous Wounds, Slice and Dice and Envenom for poison application and Kidney Shot) to be effective, but Slice and Dice is kept up by using Envenom. One finisher less and the best combo point generation of all specs allows the usage of Recuperate more frequently than Subtlety.
Abilities
- Dispatch - Execute use below 35% of the target, Mutilate can proc Blindside
- Envenom - Main finishing move, keeps Slice and Dice up through Cut to the Chase
- Mutilate - Main combo point generator
- Vendetta - Burst cooldown, also good to chase stealth classes. Rogues can remove the Vendetta debuff with Vanish. Mages Invisibility and Shadowmeld do not remove Vendetta. Ice Block and Divine Shield work however.
Assasins's Resolve, Blindside, Cut to the Chase, Improved Poisons, Mastery: Potent Poisons, Seal Fate, Venomous Wounds
Burst
Rupture on the target, Slice and Dice up, have five combo points and a full energy bar. Wait for the Dancing Steel and the proc trinket if possible, use Vendetta, fire the onUse trinket, use Kidney Shot, use Shadow Blades, use Mutilate until you reach 4-5 CP, use Envenom, keep on using Mutilate or Dispatch if the target is low enough, use your CP for Envenom if the target is nearly dead, otherwise make sure your Rupture is not running out, if not use Envenom for more pressure.
Make sure to always use your Blindside proc for free Dispatches before you use Mutilate again because every Mutilate has a 30% chance to give you a new Blindside proc.
Blindside procs allow you to use a Dispatch for zero energy on the target even above 35% HP.
Talent and Glyph setup
Damage focussed Assasination build - use Deadly Poison, Mind Numbing Poison and reforge gear to mastery. Use daggers as weapons.
More defensive/peeling based build - use Deadly Poison, Mind Numbing Poison and reforge gear to mastery. Use daggers as weapons.
Note: Talent and Glyph choices depend on your team setup and the enemy team setup. These are only ideas not "the best" setups. You will change glyphs and talents regulary during the preparation phase, as you can see the enemy team's setup once all of your team members are in the arena.
2.2 Combat
Surprisingly strong burst damage with Killing Spree as well as with Shadow Blades and Adrenaline Rush. The eight second duration Kidney Shot speaks for itself. Also combat does not need Rupture on the target to be effective, which makes room for the usage of Recuperate. Due to the new poison mechanics and combat's double slow weapons the poison application is pretty bad compared to the other specs.
Abilities
- Adrenaline Rush - strong burst ability, best combined with Shadow Blades
- Blade Flurry - strong cleave trigger
- Killing Spree - strong burst ability, best used if only one target is close
- Revealing Strike - enhances finishers, especially Kidney Shot to a second duration. Use this before Sinster Strike if the debuff is not already up.
- Sinister Strike - main combo point builder
Ambidexterity, Bandit's Guile, Combat Potency, Mastery: Main Gauche, Restless Blades, Vitality
Burst variant one
Build up five combo points, Revealing Strike on target, make sure your target is far enough away from other enemy pets or players, wait for Dancing Steel and the proc trinket if possible, fire the onUse trinket, use Killing Spree.
Burst variant two
Put Slice and Dice up, Revealing Strike on target, build up five combo points, wait for Dancing Steel and the proc trinket if possible, use Kidney Shot, fire the onUse trinket, use Adrenaline Rush, use Shadow Blades, use Sinister Strike to build up combo points, make sure to apply the Revealing Strike debuff, use Eviscerate, repeat
Anticipation could be useful to take advantage of the combo points you may over-cap here
Blade Flurry Cleave
Sometimes you have two targets which stay together. Use Blade Flurry to burst both but make sure that the second target is not running away. This works best with pets, if the second target is a player, snare, root or stun him. Warlocks with Soul Link share their taken damage and healing with the pet, so Blade Flurry is highly effective, if you can hit both of them.
Talent, Gear and Glyph setup
Damage focussed Combat build - use Wound Poison, Mind Numbing Poison and reforge gear to haste. You use a slow mainhand and a fast offand and switch to a slow offhand for Killing Spree.
Note: Talent and Glyph choices depend on your team setup and the enemy team setup. These are only ideas not "the best" setups. You will change glyphs and talents regulary during the preparation phase, as you can see the enemy team's setup once all of your team members are in the arena.
2.3 Subtlety
The only spec that gives burst on every restealth opener through Find Weakness. Shadow Dance has a lot of utility and Premeditation is good for getting Slice and Dice up early. With Energetic Recovery Subtlety has the best energy regeneration while off the target and is therefore able to use Burst of Speed when using haste gear. It's possible to use Burst of Speed without haste gear, but it's not comfortable. The main issue with Subtlety is the need for many finishers. Slice and Dice gives Energetic Recovery, Rupture gives 16% increased damage on the target (Hemorrhage does not), Kidney Shot offers 10% increased damage from all sources with Prey on the Weak and Eviscerate does decent damage due to the high amount of mastery present. Recuperate is close to impossible to keep up, while keeping the damage high. Also Shadow Dance reduces the energy cost of Ambush now by 20
Abilities
- Backstab doesn´t have any talents that increase the crit chance anymore, but its energy cost was decreased by 5, probably due to the loss of the "Glyph of Backstab". Overall our much loved skill feels very weak, with its new 275% weapon damage compared to 364% during Cataclysm. It still hits harder than Hemorrhage. Backstab remains as the best ability to burst outside of Shadow Dance with a full energy bar.
- Hemorrhage received a lot of changes in MoP. It now hits for 76% less weapon damage with slow weapons and 110% less weapon damage with a dagger compared to Cataclysm. The DoT is now 50% of the direct strike´s damage over 24 seconds, that's an increase of 10%. It no longer applies a debuff that increases bleed damage and even more important the Hemorrhage bleed does not trigger Sanguary Vein's damage increase.
Hemorrhage is a good ability to generate fast combo points. It´s much easier to prepare things like: get SnD up, get 5 (or 10 with Anticipation) combo points, pool energy and swap to another target. It's still a good idea to just use Hemorrhage if you can't reach the back of your target.
Hemorrhage should be kept up for the bleed. The damage per energy is very good if only used once for the bleed. During burst situations Backstab is the better choice DPS wise however. - Premeditation is good to put up Slice and Dice before the opener and can be used during Shadow Dance
- Shadow Dance is the defining ability of Subtlety. It allows the use of abilities, that require Stealth in combat. It's not only useful, but also for sapping enemies without being stealthed or controlling multiple enemies with Cheap Shot and Garrote. Shadow Dance reduces the energy cost of Ambush now by 20
Energetic Recovery, Find Weakness, Honor among Thieves, Master of Subtlety, Mastery: Executioner, Sanguary Vein, Sinister Calling
Burst with Shadowfocus out of stealth
Premeditation for two combo points, Slice and Dice, open with Garrote, cast Shadow Dance. If you need a stun cast Cheap Shot if not wait until the silence fades. Fire the onUse trinket, Ambush (see the macro section to use it automatically with Ambush), Kidney Shot when the stun fades. Ambush two times and use your combo points for Eviscerate.
The idea behind this burst is to stack plus damage modifiers. Garrote gives 20% damage through Sanguary Vein, the stuns give 10% if specced into Prey on the Weak, the first Ambush is getting 10% through Master of Subtlety and the 70% armor penetration from Find Weakness are up, too. You only need stealth as preparation.
Burst with Shadowfocus and Prey on the Weak out of stealth - Cheap Shot first
Premeditation for two combo points, Slice and Dice, open with Cheap Shot, finish a two combo point Rupture. Cast Shadow Dance, fire the onUse trinket, Ambush two times. You need a crit from Honor among Thieves and then use a full Kidney Shot, keep casting Ambush to five combo point then use Eviscerate.
From a pure DPS point of view it is better to use the Rupture because the additional damage from Sanguary Vein is also boosting white attacks and poisons. Reckful has a different opinion here and chooses not to use Rupture.
Dance with Shadow Blades, Shadowfocus and Prey on the Weak - no preparation
Premeditation for two combo points in stealth, Slice and Dice, use Shadow Blades, open with Cheap Shot or open with Cheap Shot and use Shadow Blades. If you use Shadow Blades first your Cheap Shot will award a third combo point. Make sure to open at once with Shadow Blades to waste its run time. Now use Rupture, cast Shadow Dance, fire the onUse trinket, Ambush two times, Kidney Shot when the stun fades and finish with Eviscerate on four to five combo points. Ambush crits give up to four combo points with Shadow Blades and a Honor among Thieves proc. Best case scenario is you can go for Ambush and a four combo point Eviscerate, if you only got three Ambush again.
On a good prepared target (Rupture/Garrote on it, 5cp on it, Slice and Dice on you, full energy) it's for you to decide if you want to Vanish to max out the power of your bust or just Kidney Shot and start Shadow Dance with or without Shadow Blades.
If you decide to Vanish open with Cheap Shot, start Shadow Dance with onUse trinket, use Ambush until 5cp in to Kidney Shot, keep on spamming Ambush until 4-5cp (if you use Anticipation you can alway go for 5cp because you can not waste combo points by using Ambush on a 4cp Target) and use Eviscerate.
If you want to use Shadow Blades, pop it after you opened with Cheap Shot.
If you decided to not Vanish, use Kidney Shot, pop Shadow Dance and onUse trinket (and Shadow Blades if you want maximum burst), start to use Ambush until 4-5cp (you still know what to do if you have Anticipation or not), use Eviscerate and repeat.
You can also make your stunlock longer by using Cheap Shot during your Shadow Dance when Kidney Shot is running out. That means use Kidney Shot on the target,pop Shadow Dance and onUse trinket and maybe Shadow Blades, use Ambush until 4-5cp, use Eviscerate, use Cheap Shot when Kidney Shot is running out, keep on using Ambush until 4-5cp and use Eviscerate again. You don't need Shadow Focus if you choose this option.
Subterfuge Opener with Cheap Shot no Shadow Danc
Premeditation, Slice and Dice and then Cheap Shot. Use the 2 combo points on Rupture. If you are specced into Marked for Death, use Marked for Death and Eviscerate. Then use Ambush, Backstab and if you got an Honor among Thieves proc you can use a 4 point Eviscerate while Master of Subtlety and (if specced into) Prey on the Weak is still active.
Subterfuge Opener with Garrote no Shadow Dance
Premeditation, Slice and Dice, wait for about 1.8 seconds after the Slice and Dice to open in order to get the 8 energy from Energetic Recovery. Garrote, if you are an Engineer use your Synapse Springs, Ambush two times and then Eviscerate. This opener requires precise timing with your Slice and Dice. If the Energetic Recovery tick comes after about 0.3 seconds (depending on your haste) into the opener the Eviscerate will land after the (glyphed) Garrote silence fades.
Subterfuge opener with glyphed Garrote, Shadow Dance and Shadow Blades
Premeditation, Slice and Dice, Garrote, wait for at least 0.5 seconds or Subterfuge bugs out, trigger Shadow Damce, Shadowblades and your onUse trinket, Ambush, Eviscerate, if you are specced into Marked for Death, use it and Eviscerate again. Cheap Shot to keep the control up, use Ambush two times and Eviscerate again. This opener has Master of Subtlety and and Prey on the Weak (if specced into) up for the whole chain and is the strongest possible burst when playing Subterfuge.
Talent and Glyph setup
Standard Subtley build Use Wound Poison and Mind Numbing Poison. Use daggers as weapons.
Subterfuge build Use Wound Poison and Paralytic Poison. Use daggers as weapons.
Currently nearly every high-rated rogue uses Shuriken Toss and the Glyph of Cheap Shot and Blind. The other choices vary from player to player and from enemy comp to enemy comp.
Note: Talent and Glyph choices depend on your team setup and the enemy team setup. These are only ideas not "the best" setups. You will change glyphs and talents regulary during the preparation phase, as you can see the enemy team's setup once all of your team members are in the arena.






























