Utolsó módosítás programmer, ekkor: 2014.06.27.
In this article, we list your Subtlety Rogue (WoW 4.3) core abilities and how they should
be used together (rotation). We also explain when to use your various
cooldowns. Then, we go deeper and present all the subtleties that playing
a Subtlety Rogue will face you with.
The other articles of our Subtlety Rogue guide can be accessed
from the table of contents on the left.
1. Single Target Rotation↑top
As a Subtlety Rogue, your rotation is split in two alternating phases. First,
you need to build up 5 Combo Points. Then, you spend these 5 Combo Points on a Finishing
Move, before building 5 Combo Points again and so on.
The ability priority for building up Combo Points is the following:
- Use
Ambush (only usable in Stealth).
- Use
Hemorrhage to apply and maintain the bleed effect of Glyph of Hemorrhage.
- Use
Backstab (default Combo Point builder).
- Use
Hemorrhage as a Combo Point builder when you cannot attack the target from behind.
Note that the bleed effect from
Hemorrhage lasts 24 seconds. Do not
mistake it for the 1-minute debuff that Hemorrhage also applies on the target
and that makes it take increased damage from bleed effects.
Once at 5 Combo Points, your Finishing Move priority is the following:
- Apply and refresh
Slice and Dice.
- Apply
Rupture and refresh it with
Eviscerate (thanks to
Serrated Blades).
- Apply and refresh
Recuperate:
Subtlety is a very complex specialisation and the priorities presented here for
building up and spending your Combo Points can be modified under various
circumstances that we detail in subsequent sections of this article. Therefore,
we advise you to keep reading.
For more information about the optimal opening sequence, refer to our dedicated section.
2. Multiple Target Rotation↑top
Subtlety is arguably the worst specialisation in the game when it comes to
AoE damage.
The best advice we can give you is to switch to a different
specialisation (Assassination or Combat) when heavy AoE damage is crucial
to your raid's success in a fight.
If you cannot/do not want to switch to a different specialisation,
the only ability that you have is
Fan of Knives, which deals
a ridiculously low amount of damage. So you need about 10 enemies in the same
area before you should give up your single-target rotation and switch
to
Fan of Knives. Moreover, you need a Thrown weapon in your ranged
weapon slot to use this ability.
If there are not enough enemies, stick to your single-target rotation on
one of them. If the enemies die too quickly and you need to frequently switch
target, then stop using
Rupture and
only keep
Slice and Dice and
Recuperate up (as well as
Hemorrhage).
3. Poisons↑top
As a rule, always use
Instant Poison on your Main-hand weapon
and
Deadly Poison on your Off-hand weapon.
If you are using
Fan of Knives for doing AoE damage, then use
Wound Poison on your Thrown Weapon. You can also use
Deadly Poison
with great success, if the enemies will stay alive long enough that Deadly
Poison can stack up to 5 times on some of the targets.
Refer to our Poisons and Weapons section for
detailed explanations about poisons and the way they influence your choices
of weapons.
4. Cooldowns↑top
As a Subtlety Rogue, you have the following cooldowns:
Shadow Dance,
Vanish,
Premeditation,
Preparation, and
Shadowstep. Each of these cooldowns is
related to your
Ambush ability, which is of paramount importance
because it applies the
Find Weakness debuff on your target. While
this debuff is active you deal increased damage to your target.
5. Optional Read: Mastering Your Subtlety Rogue↑top
The Subtlety specialisation is very hard to play. Even though the information
given above will yield good results, there is much more you need to understand
before you can play your Subtlety Rogue to its full potential.
In particular, you need to understand how your rotation is influenced by
your gear (your Haste especially) and how the synergy between your abilities works
(especially regarding
Find Weakness).
5.1. Combo Points and Energy
As a rogue, most of your abilities need Energy to be used. Your Energy
bar has a capacity of 100 Energy and refills at a rate of 10 Energy per second.
Your energy regeneration is increased by:
- your melee haste (Haste Rating + haste-enhancing buffs);
- your critical hits with
Backstab, which grant you 5 Energy
(thanks to Glyph of Backstab);
- your
Relentless Strikes talent, which grants your Finishing Moves a
20% chance per Combo Point to restore 25 Energy;
- your
Recuperate ability, which restore 12 Energy every 3 seconds (thanks
to
Energetic Recovery).
The faster you regenerate Energy, the more casts of
Eviscerate you can fit
in your rotation.
Some abilities add one or several Combo Points on your target, up to a maximum
of 5 Combo Points. Other abilities, called Finishing Moves, consume the Combo Points
on your target. The more Combo Points a Finishing Move consumes, the more powerful
its effect is. Your Combo Point generation is increased by:
Honor Among Thieves, which grants you a Combo Point every time you
or an ally scores a critical hit (with a limit of 1 Combo Point every 2 seconds);
Ruthlessness (if talented), which grants your Finishing Moves a
chance to add a Combo Point on your target.
5.2. Poisons and Weapons
As a Subtlety Rogue, you will mostly use these three poisons:
Deadly Poison,
Instant Poison, and
Wound Poison. In this section, we will explain how
these poisons are applied and how they influence your weapons of choice.
5.2.1. Poison Application
While the tooltip for
Deadly Poison clearly mentions how often the
poison is applied, the tooltips for
Instant Poison and
Wound Poison
do not. For these two poisons, the number of applications per minute is fixed
(between 9 and 10 for
Instant Poison and about 24 for
Wound Poison).
These numbers never change, regardless of your weapon speed, your melee haste,
and the various haste buffs from which you are benefiting. For example, if you can
perform 48 normal melee attacks in a minute with a
Wound Poison imbued
weapon, then each of the attacks will have a 50% chance to apply the poison.
If you can only perform 24 normal melee attacks, then each attack will have a
100% chance to apply the poison.
The one thing to remember is that a slow weapon is associated a higher chance
to apply a poison (be it
Instant Poison or
Wound Poison) than a faster
weapon. This is important because the per minute limit only affects
poison applications from normal melee attacks. It does not affect poison
applications from special melee attacks, which have a chance to apply the
poison equal to the chance associated with their corresponding weapon.
For example, the slower your Main-hand Weapon, the higher the chance that
Backstab will apply
Instant Poison.
Understanding this is important, as it determines (partly) your choice of
poison for your weapons as well as your choice of weapons.
5.2.2. Why Wound Poison on Thrown Weapon
Wound Poison is a more potent poison than
Instant Poison. Even if
it does much less damage than Instant Poison, Wound Poison can be applied many
more times per minute, leading to higher damage. To convince yourself, you can
try spamming
Fan of Knives
on a dummy with your Thrown Weapon imbued by
Wound Poison. Repeat with your
Thrown Weapon imbued by
Instant Poison. Wound Poison will be a clear winner.
5.2.3. Why Instant Poison and Deadly Poison on Melee Weapons
As a Subtlety Rogue, you should always have
Instant Poison on your
Main-hand Weapon and
Deadly Poison on your Off-hand Weapon.
Deadly Poison is your most potent poison. It deals a sizeable amount
of damage by stacking a DoT on your target, up to 5 stacks. Once at 5 stacks,
each new application refreshes the DoT and applies, with a 100% chance, the
poison of your other weapon.
Deadly Poison must be applied on your fastest weapon, so that you maximise
the number of applications of Deadly Poison. The benefits are two-fold:
- the chances that the DoT will drop (no application within 12 seconds) are
minimised;
- the chances that you will get additional applications of your other weapon's
poison are increased.
As seen in the previous section,
Instant Poison is less potent than
Wound Poison. The experiment we described can be repeated by imbuing both
melee weapons with Instant Poison and Wound Poison, and performing only
normal melee attacks on a dummy. Wound Poison will be the clear winner.
The only reason why one of your weapons should be imbued with
Instant Poison is because there is
Deadly Poison on the
other weapon. Indeed, the guaranteed chance to apply Instant Poison
with each application of Deadly Poison more than makes up for the
damage penalty of using it instead of
Wound Poison.
Instant Poison must be applied on your slowest weapon, so that
the chances to apply it with your special melee attacks are maximised.
5.2.4. Weapon Choice
Your choices of weapons are influenced by several constraints.
First of all, your poisons dictate that:
- one of your weapons should be as slow as possible, so that your special
melee attacks have an increased chance to apply
Instant Poison.
- one of your weapons should be as fast as possible, so that you get as much
benefit as possible from
Deadly Poison;
Your abilities dictate that your Main-hand Weapon should be as slow as
possible, in order to increase the damage done by each cast of
Ambush,
Backstab, and
Hemorrhage. Because of
Backstab and
Ambush, you should only be using Daggers. Therefore, you should
equip:
- a 1.8 Agility Dagger (the slowest type of agility weapons you can equip) as your
Main-hand Weapon and imbue it with
Instant Poison;
- a 1.4 Agility Dagger (the fastest type of agility weapons available) as your
Off-hand Weapon and imbue it with
Deadly Poison.
Note that Direbrew's Bloodied Shanker is a very rare 2.0 Agility Dagger.
This very particular speed makes this weapon more desirable than many 1.8
Agility Daggers of higher item level.
5.2.5. Honor Among Thieves
The most important aspect of your resource management is to learn how to rely
on procs from
Honor Among Thieves. This talent grants you a Combo Point every
time a party or raid member critically hits or heals (with a limit of 1 Combo Point
every 2 seconds). Use these guidelines to properly take Honor Among Thieves into account
in your resource management:
- If you have 3 Combo Points and are very low on Energy, you should
wait for
Honor Among Thieves to grant you the remaining two Combo Points.
This way, you will have Energy to spend on a Finishing Move.
- Similarly, whenever you reach 4 Combo Points, you should save your
Energy and wait for
Honor Among Thieves to give you the last Combo Point.
- If you have 4 Combo Points and your Energy bar is almost full,
then you should quickly build up another Combo Point with
Backstab (or
Hemorrhage if you cannot attack from behind) and immediately use a Finishing Move.
The idea is that risking to waste a Combo Point from
Honor Among Thieves is
not as bad as wasting Energy.
5.3. Find Weakness and Master of Subtlety
Find Weakness is an important mechanics when playing a Subtlety Rogue.
This temporary damage increase is only available after using
Ambush, something
that happens on the pull and every time you use
Shadow Dance and
Vanish
(the cooldown of which can be reset with
Preparation).
Master of Subtlety is a proficiency you get from choosing the Subtlety
specialisation. It grants you 10% increased damage after you break out of Stealth
or after dealing damage in Stealth (typically while using
Ambush). Note
that Master of Subtlety will not proc during
Shadow Dance.
As
Find Weakness and
Master of Subtlety are often up at the same
time, we chose to detail them together.
Not all your damaging abilities are boosted by
Find Weakness and
Master of Subtlety:
As you can see,
Rupture does not benefit from
Find Weakness,
but it does benefit from
Master of Subtlety. It should, therefore,
be applied while Master of Subtlety is active. Note that
Eviscerate
refreshes Rupture to its original duration and
damage, regardless of whether Master of Subtlety is up.
You should always time your
Shadow Dance and
Vanish cooldowns
in such a way that you do not have to refresh
Slice and Dice or
Recuperate. This way, you will be able to maximise the damage
you will do with melee attacks,
Backstab,
Hemorrhage, and
Eviscerate, while
Find Weakness and
Master of Subtlety
are active.
For increased effect, you should also try to have
Find Weakness
and
Master of Subtlety up when raid DPS cooldowns are being used
(for example,
Bloodlust,
Heroism, or
Time Warp), when
you use your Potion of the Tol'vir and on-use trinkets, and
when the boss takes increased damage.
5.4. More on Your Finishing Moves
First of all, of your 4 Finishing Moves, only
Slice and Dice
and
Recuperate should ever be used with fewer than 5 Combo Points.
Rupture and
Eviscerate should always be used with 5 Combo
Points, as it increases the damage that they deal.
You can use fewer Combo Points on
Slice and Dice and
Recuperate
when, for example, your target is almost dead and you no longer
need to refresh the buffs with their full duration.
Your ideal cycle of Finishing Moves should look like this (assuming that
Rupture, which is refreshed by
Eviscerate, is already up on the target):
This cycle can be hard to maintain, especially at lower gear level.
As there is no real alternative, you are left with no choice but practice
until you can maintain the cycle.
Because of the global cooldown, it takes you
a minimum of 3 or 4 seconds (taking into account
Honor Among Thieves) to build
5 Combo Points on a target and another second to consume these Combo Points with a
Finishing Move. This means that, with infinite Energy regeneration, you would
spend 4 or 5 seconds on each Finishing Move. In reality, it is closer to
between 5 and 8 seconds, depending on your gear and Energy management.
5.4.1. Clipping Slice and Dice or Recuperate
Clipping refers to the action of refreshing a buff or a DoT
before its duration is over. It is usually not advised to do so because
you do not get the full benefit of the buff or DoT that you are refreshing
(and you could have done something more useful and refreshed the buff or
DoT later).
As we have seen above, clipping
Slice and Dice or
Recuperate
will only be a concern after you have mastered managing your resources.
Until then, your efforts will rather focus on refreshing these two
buffs in time.
Note that clipping
Slice and Dice simply refreshes it to its
original duration and any remaining ticks is lost. Clipping
Recuperate,
on the other hand, refreshes
Recuperate with a 33-second duration
(instead of 30) and 11 ticks (instead of 10), at 5 Combo Points.
There are several reasons why you would want to clip
Slice and Dice
or
Recuperate. The main reason is that it makes the rotation easier to
manage. Trying to plan your finishing moves in such a way that you minimise
clipping
Slice and Dice or
Recuperate is difficult and very prone
to errors. Another reason is when you want to refresh
Rupture on the boss
before a prolonged period of downtime; in this case, you might need to reorder
your Finishing Moves in such a way that
Eviscerate is the last Finishing
Move you use on the boss before the downtime.
5.5. Building Combo Points during Shadow Dance
When using
Shadow Dance,
Ambush takes the place of
Backstab as your Combo Point builder. This is very beneficial as
Ambush deals more damage and generates more Combo Points than Backstab.
This also means that you can use Shadow Dance (and the increased Combo Point
generation) to help you put your rotation back on track, if you had been
struggling to maintain
Slice and Dice,
Recuperate and
Rupture up.
5.6. Using Redirect
Redirect is a very convenient ability for Rogues, especially for
Subtlety Rogues because Combo Point management is very important.
This ability transfers your existing Combo Points to your current target. Note that
when you kill an enemy, your unused Combo Points remain on it, which means that they
can be transferred through
Redirect. Moreover, your Combo Points on a dead enemy
are removed when another enemy dies with unused Combo Points.
Redirect is very useful in two situations:
- when you switch target and want to start on your new target with the Combo
Points you had on your previous target;
- when you engage a boss and you want to start with as many Combo Points as possible
(by transferring the Combo Points of the last trash mob that died).
5.7. Opening Sequence
- You should try and have
Slice and Dice up (preferably with 5 Combo Points)
before starting the fight. Use
Redirect and critical heals from your healers
to achieve this.
- Enter Stealth — if you are pre-potting, it will get you out of Stealth,
so pre-pot before entering Stealth.
- Use
Tricks of the Trade on your Tricks of the Trade target (see next section).
- When the fight begins, use your
Premeditation+
Shadowstep+
Ambush macro.
- Apply
Rupture with 5 Combo Points.
- Apply
Hemorrhage.
- Start your rotation.
5.8. Tricks of the Trade
Tricks of the Trade was originally designed to be cast on tanks in order to help
them keep aggro. With the changes that threat generation has undergone in WOTLK and Cataclysm,
it is now more beneficial to your raid if you use Tricks of the Trade on one of the best
DPS players in order to increase their damage done.
Note that you can (and most often should) cast
Tricks of the Trade on the tank at
the pull, before switching to a different target when refreshing it.
Tricks of the Trade costs you a Global Cooldown to cast (but no Energy, thanks
to Glyph of Tricks of the Trade). The best time to refresh it is at 3 or 4
Combo Points, while you are waiting for
Honor Among Thieves to grant you the last
Combo Point(s).
Please refer to our Macros and
Addons page for a
Tricks of the Trade macro.
5.9. Tier 12 & 13 Sets
As a Subtlety Rogue, you should not use 4 pieces of the Tier 13 set, but rather
2 pieces of the Tier 12 set and at least 2 pieces of the Tier 13 set. This will
provide you with the most DPS.
In this gear configuration, you will benefit from the Rogue Tier 13 Set 2-piece Bonus.
To make good use of this set bonus, you need to line up your cooldowns in
such a way that the Energy cost reduction granted by
Tricks of the Trade
always coincides with
Find Weakness uptime.
5.10. I Find the Rotation Overwhelming
The rotation of a Subtlety Rogue can be overwhelming at first, especially when
you come from a class that is, seemingly, easier to play (Arcane Mage, for example).
This is even truer if you have low level gear.
This is normal, and you should learn the rotation step by step, practicing
a simpler version of it and slowly adding all the elements.
For example, you can start without using cooldowns and by keeping
Recuperate
and
Rupture up. When you feel comfortable with your Energy management, you
can add
Slice and Dice and practice some more until you manage to keep everything
up. After that, you can begin using
Tricks of the Trade on cooldown.
Finally, you can start planning for your cooldowns so that you make good use
of
Find Weakness.
Eventually, as is the case for every class, the rotation will feel natural.
5.11. Defensive Cooldowns
As a Rogue, you have 4 defensive cooldowns that will often come in handy.
Combat Readiness and
Evasion are abilities that are more designed
for questing or PvP, but if you happen to be the target of a boss or an add, you can
use these abilities to significantly lower the damage you will take.
Feint is very useful (even more so with
Enveloping Shadows and
Glyph of Feint) to mitigate AoE damage; for example, you can easily soak
Stomp (LFR/10-man/25-man) damage during the encounter with
Morchok in Dragon Soul.
Cloak of Shadows provides a temporary immunity against magical damage and harmful magical effects.
Therefore, you can use it:
- to remove harmful magical effects on you;
- to ensure your survival and relieve some stress from your healers during periods
of intense magical damage;
- to bypass encounter mechanics that rely on magical damage.
5.12. Issues at Lower Gear Levels
At lower gear levels, Subtlety Rogues usually find it hard to properly
maintain their rotation. This is explained by the following factors:
- your melee haste is low:
- your low level gear will provide you with little Haste Rating;
- you will most likely be doing heroic dungeons to gear up, which makes it
unlikely that someone in your party will provide the +5% haste buff;
- you will not get the full benefit of having talented
Honor Among Thieves,
which works best in a raid environment (the more players in your group, the higher
the chances Honor Among Thieves will grant you Combo Points).
These factors will prevent you from practicing efficiently on a Training Dummy,
as you will have a lower Energy and Combo Point generation than if you were raiding.
5.13. Bosses That Cannot Be Attacked From Behind
Certain bosses cannot be attacked from behind, for example
Ultraxion in
Dragon Soul. This means that you need to use
Hemorrhage, instead of
Backstab, to build Combo Points. You should
also use a specific talent build (as we advise in our
Build article) where you drop all the talents
and glyphs that boost
Backstab and replace them with talents and glyphs
that boost
Hemorrhage and
Eviscerate.
On such bosses, you will not be able to have any
Find Weakness uptime,
due to your inability to use
Ambush.
If you have not acquired the Legendary Daggers
yet, you can boost your DPS by equipping a 2.6 Agility Axe or Mace
as your Main-hand weapon. Since you are unable to use
Ambush and
Backstab, there is no reason to stick with a Main-hand dagger.