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World of Warcraft: Warlords of Draenor Signature Series Strategy Guide CHARACTER CLASSES

Rogue

Rogue

The wily, elusive rogue is unique among all of the classes. While other classes offer the option to swap between damage and healing/tanking, or between melee damage and ranged damage, each of the three rogue specs focuses on slashing the enemy while within melee range. That said, each spec offers its own distinct spin on the rogue gameplay experience.

Defensively, the rogue is a paradox. On the one hand, it is vulnerable: It’s the only melee class that wears leather rather than mail or plate. On the other, it is hearty: Rogues have a host of ways to avoid or reduce incoming damage, and even stave off certain death.

Rogues are one of WoW’s clearest examples of a class that is easy to learn, but hard to master. Deceptively simple damage-dealing rotations require a lot of training to execute perfectly in difficult situations. Meanwhile, the rogue’s jam-packed toolkit of special tricks and abilities can save your character’s life, as well as that of your entire party/raid—provided you’ve got the know-how and the instincts to use them at the right moment.

Class Abilities and Resources

Combo Points and Energy

Rogues juggle two resources—combo points and energy—that limit the number and type of abilities they can use.

Rogues build combo points by using certain abilities in your spellbook. You’ll often hear these abilities referred to as “builders” or “generators.” Combo points stay with you even if you switch to a new target; so if you have two combo points on one enemy and kill it, then select a new target, you’ll still have two combo points when you begin attacking the new target. By default, Rogues can earn a maximum of five combo points.

Rogues gain energy automatically each second. Generally speaking, your energy will regenerate faster as you level and improve your gear. By default, a Rogue’s maximum energy is 100.

Most abilities that a Rogue uses cost combo points, energy, or both. Builders, for instance, cost energy but award combo points. Some of a rogue’s most powerful abilities are called “finishers”—these cost both combo points and energy, but their effects are usually much stronger than builders.

Stealth

Beyond its resource system, the Rogue is defined, above all else, by its use of stealth as a central part of its gameplay, especially when it’s out and about in the world. Rogues move at least as fast in stealth as they do when visible. Although stealth does not equal invisibility, it still allows Rogues to choose their battles, which can potentially save them a lot of time and hassle—and potentially avoid the need for long hikes back from the graveyard. Rogues also have a special array of abilities they can only use while stealthed; these are often more powerful than similar versions of those abilities that you’ll use when not in stealth.

Poison

The other class-defining feature of a rogue is their poisons. There are two types of poisons: lethal poisons damage your target, while non-lethal poisons impair your target or benefit you in some way. You’ll find these in your spellbook; a couple of additional poisons are also available via talents.

You can use one lethal poison and one non-lethal poison at any given time—and you always want to be using one of each. When you select a poison, it will stay active for one hour. Poisons remain active even if your Rogue dies.

Non-Specialization Abilities

Name

Level

Icon

Description

Sinister Strike 1

An instant strike that causes 160% Physical damage.
Throw 1

Hurl a dagger at an enemy target.
Eviscerate 3

Finishing move that causes more damage the more combo points you have.
Stealth 5

Conceals you in the shadows until cancelled, allowing you to stalk enemies without being seen.
Ambush 6

Requires stealth. Ambush the target, causing 300% Physical damage to the target (damage increased 40% if a dagger is equipped). Awards 2 combo points.
Evasion 8

Increases your dodge chance by 100% for 10 sec.
Deadly Poison 10

Coats your weapons with a Lethal Poison that lasts for 1 hour. Each strike has a 30% chance of poisoning the enemy for Nature damage over 12 sec. Subsequent poison applications will instantly deal Nature damage.
Sap 12

Requires stealth. Incapacitates a target not in combat for up to 1 min. Only works on Humanoids, Beasts, Demons and Dragonkin. Any damage caused will revive the target. Only 1 target may be sapped at a time.
Slice and Dice 14

Finishing move that consumes combo points to increase attack speed by 40%. Lasts longer the more combo points you have.
Pick Pocket 15

Requires stealth. Pick the target’s pocket.
Recuperate 16

Finishing move that restores 3% of maximum health every 3 sec. Lasts longer the more combo points you have.
Kick 18

A quick kick that interrupts spellcasting and prevents any spell in that school from being cast for 5 sec.
Crippling Poison 20

Coats your weapons with a Non-Lethal Poison that lasts for 1 hour. Each strike has a 50% chance of poisoning the enemy, slowing movement speed by 50% for 12 sec.
Gouge 22

Gouges the eyes of an enemy target, incapacitating the opponent for 4 sec. Target must be facing you. Any subsequent damage will cause the target to recover immediately.
Pick Lock 24

Allows opening of locked chests and doors; your lockpicking skill begins at 120 and increases by 5 every level.
Sprint 26

Increases your movement speed by 70% for 8 sec. Usable while stealthed.
Distract 28

Throws a distraction, attracting the attention of all nearby monsters for 10 seconds. Usable while stealthed.
Cheap Shot 30

Requires stealth. Stuns the target for 4 sec. Awards 2 combo points.
Swiftblade’s Cunning 30

Increases the haste and multistrike chance of all party and raid members within 100 yards by 5%.
Wound Poison 30

Coats your weapons with a Lethal Poison that lasts for 1 hour. Each strike has a 30% chance of poisoning the enemy, which instantly inflicts Nature damage and reduces all healing received for 12 sec.
Vanish 34

Allows you to vanish from sight, entering an improved stealth mode for 3 sec. For the first 3 sec after vanishing, damage and harmful effects received will not break stealth. Also breaks movement impairing effects.
Blind 38

Blinds the target, causing it to wander disoriented for up to 1 min. Any damage caused will remove the effect. Usable while stealthed.
Kidney Shot 40

Finishing move that stuns the target. Lasts longer the more combo points you have.
Feint 44

Performs an evasive maneuver, reducing damage taken from area-of-effect attacks by 50% for 5 sec.
Garrote 48

Requires stealth. Garrote the enemy, silencing them for 3 sec and causing damage over 18 sec. Awards 1 combo point.
Cloak of Shadows 58

Provides a moment of magic immunity, instantly removing all harmful spell effects. The cloak lingers, causing you to resist harmful spells for 5 sec.
Fleet Footed 62

Your movement speed is increased by 15% and you take reduced falling damage.
Preparation 68

Immediately resets the cooldown on your Sprint, Vanish, and Evasion.
Shiv 74

Deals 10% Physical damage, applying a concentrated form of your active Non-Lethal poison, and dispelling an Enrage effect from the target.
Shroud of Concealment 76

Requires stealth. Extend a cloak that wraps party and raid members within 20 yards in shadows, providing stealth for 15 sec.
Tricks of the Trade 78

The threat caused by your next damaging attack and all actions taken for 6 sec afterwards will be transferred to the target party or raid member. Transferred threat is not permanent, and will fade after 30 sec.
Crimson Tempest 83

Finishing move that slashes at the flesh of all enemies within 10 yards, dealing Physical damage and causing victims to bleed for an additional 240% of the initial damage over 12 sec. Causes more damage the more combo points you have.
Smoke Bomb 85

Creates a cloud of thick smoke in an 8 yard radius around the Rogue for 5 sec. Enemies are unable to target into or out of the smoke cloud. Allies take 10% less damage while within the cloud.

Talents

Talent

Icon

Description

Notes

Level 15 Tier (Stealth)

Nightstalker

While stealthed, you move 20% faster and your abilities deal 50% more damage. Great when questing, exploring or simply walking through towns and cities. The movement buff means the Rogue actually moves faster in stealth than when visible.
Subterfuge

Your abilities requiring Stealth can still be used for 3 sec after Stealth breaks. Often prized in PvP, where abilities used while stealthed can mean the difference between a win and a loss.
Shadow Focus

Abilities cost 75% less Energy while you are stealthed. Potentially valuable in both PvP and PvE for quickly dealing heavy damage, but best used by players who have a solid plan of attack.

Level 30 Tier (Defense)

Deadly Throw

Finishing move that deals damage, reduces the target’s movement speed by 50% for 6 sec, and interrupts spellcasting when used with 5 or more combo points. Deals more damage the more combo points you have. Mainly useful for PvP, but can also have value in PvE situations when a target needs to be slowed down or a spell cast needs to be interrupted.
Nerve Strike

Kidney Shot and Cheap Shot also reduce damage dealt by the target by up to 50% and healing done by the target by 10% for 6 sec after their effect fades. A helpful tool to reduce the amount of damage an enemy is dealing to the Rogue or one of its allies, providing the enemy can be stunned.
Combat Readiness

Enter a state of heightened defensive awareness. Each successive weapon attack will deal 10% less damage, stacking 5 times. Lasts 20 sec or until not attacked with weapons for 10 sec. Often preferred for PvE, this reduces the risk that a Rogue will die to prolonged physical attacks.

Level 45 Tier (Damage Reduction)

Cheat Death

Fatal attacks instead reduce you to 7% of your maximum health. For 3 sec afterward, you take 85% reduced damage. Cannot trigger more often than once per 90 seconds. Very helpful when raiding, where one mistake can cost a Rogue its life. Can also prove useful in PvP, giving a Rogue’s healer a couple additional seconds of breathing room.
Leeching Poison

Coats your weapons with a Non-Lethal Poison that lasts for 1 hour. Your melee attacks have a 50% chance to poison the target for 12 sec, causing subsequent melee attacks to heal you for 15% of damage dealt. Especially handy for solo play, this provides a steady trickle of additional health. Casting Shiv while this poison is active can provide a quick, larger self-heal.
Elusiveness

Feint also reduces all damage you take by 30% for 5 sec. Most useful when expecting a large amount of incoming damage, which can often happen when fighting extremely strong enemies (such as raid bosses).

Level 60 Tier (Mobility)

Cloak and Dagger

Ambush, Garrote, and Cheap Shot have a 40 yard range, and cause you to teleport behind your target. The combination of a free teleport with an opener can be especially powerful in PvP. When questing, this can save time when a rogue must kill many enemies within a small area.
Shadowstep

Step through the shadows to appear behind your target and gain 70% movement speed for 2 sec. One of the iconic Rogue abilities, this has value in PvE and PvP when the rogue quickly needs to jump to its target—or away from an enemy. Requires skill and practice to use well.
Burst of Speed

Increases your movement speed by 70% for 4 sec and removes movement slowing effects. Usable while stealthed. Easy to use and straightforward, this can briefly make the Rogue move as quickly as a mounted player—and can be used repeatedly when out of combat.

Level 75 Tier (Stun Bonuses)

Prey on the Weak

Enemies disabled with your Kidney Shot, Cheap Shot, Gouge, Sap, or Blind take 10% increased damage from all sources. Especially valuable in group situations: 10% increased damage adds up quickly when multiple allies are attacking the target.
Internal Bleeding

Your Kidney Shot also causes the target to bleed for additional damage per combo point over 12 sec. If the target is likely to survive for several seconds after your stun wears off, this can provide a nice amount of additional damage. In PvP, the bleed can make it harder for other Rogues or Feral Druids to quickly re-enter stealth.
Dirty Tricks

Gouge and Blind no longer cost Energy, and no longer break from your Poison and Bleed damage. Handy when the Rogue needs a slightly longer stun, typically for PvP. Another plus: No-energy Blind/Gouge equals an extra spell interrupt to use when Kick is on cooldown.

Level 90 Tier (Rule Breakers)

Shuriken Toss

A ranged attack dealing Physical damage to an enemy target. If the enemy is farther than 10 yards away, your autoattacks gain a 30 yard range for 10 sec. Awards 1 combo point. Replaces Throw. Though not nearly as strong as a Rogue’s melee abilities, this can be invaluable when an enemy needs to be “kited” (i.e., kept at range). It can also put pressure on an enemy who has turned the tables and is attempting to kite the rogue.
Marked for Death

Mark the target, instantly generating 5 combo points. Cooldown reset if the target dies within 1 min. Easy to learn but hard to master, a skilled Rogue can use this talent to devastating effect by quickly stringing together a pair of maximum-effect finishers—for instance, two lengthy Kidney Shot stuns on two different nearby targets.
Anticipation

When one of your attacks generates a combo point while you already have 5 combo points, you gain an Anticipation charge. Performing an offensive finishing move consumes all Anticipation charges and grants you a combo point for each. Beloved by raiders, this talent greatly simplifies a Rogue’s PvE rotation and makes it easier to use 5 combo point finishers without “wasting” energy to cast an additional builder at 4 combo points.

Level 100 Tier (Damage Enhancements)

Venom Rush

Increases your maximum energy by 15. Increases your energy regeneration rate by 5% for every enemy you have poisoned, up to 3. The only ability in this tier that doesn’t require you to press a button to make it work. However, its damage will be more spread out over time. Meanwhile, a higher energy cap means a larger burst window whenever the Rogue’s energy bar is full, which can be especially valuable in PvP.
Shadow Reflection

Summon a shadow of yourself on the target that will watch you and memorize your offensive ability usage for the next 8 sec. After this time, it will mimic the memorized abilities on its target over the next 8 sec. A unique and potentially devastating ability in both PvP and PvE—when it’s planned and executed skillfully.
Death from Above

Finishing move that consumes combo points on the target to empower your weapons with shadow energy and perform a devastating two-part attack. You whirl around, dealing damage to all enemies within 8 yds, then leap into the air and Eviscerate your target on the way back down, with such force that it deals an additional 50% damage. Arguably one of the most visually striking abilities in the history of the class, this spell is intended to have value even when just a single target is within range. Its value only increases the more targets are nearby.

Assassination

Often referred to as the “poison spec,” Assassination relies on a heavy-hitting combo point builder and the well-timed use of Envenom to deal severe damage with your lethal poison. If you like daggers, then Assassination is definitely for you—it’s the only spec that literally prohibits the Rogue from using any other type of weapon. A new bonus for Warlords: At max level, Slice and Dice kicks in automatically.

Specialization Abilities

Ability

Level

Icon

Description

Assassin’s Resolve 10

While wielding daggers, your maximum Energy is increased by 20 and your damage is increased by 15%.
Improved Poisons 10

Increases the application chance of Deadly Poison and Wound Poison by 20%.
Mutilate 10

Requires daggers. Attack with both weapons, dealing 200% Physical damage with the main-hand and 200% Physical damage with the off-hand. Awards 2 combo points.
Envenom 20

Finishing move that deals instant Nature damage, refreshes the duration of Slice and Dice if it is active, and increases your poison application chance by 30%. Damage and duration increased per combo point. Replaces Eviscerate.
Seal Fate 30

When you critically strike with a melee attack that generates combo points, you gain an additional combo point.
Dispatch 40

Exploits the vulnerability of foes with less than 35% health, causing 315% Physical damage to the target. Awards 1 combo point. Your successful Mutilates have a 30% chance to make your next Dispatch free and usable on any target. Replaces Sinister Strike.
Rupture 46

Finishing move that causes damage over time. Lasts longer per combo point. While you have poisoned your target, this damage deals additional Nature damage and grants you 10 Energy. You gain additional energy if a target dies with Rupture active.
Relentless Strikes 54

Your finishing moves have a 20% chance per combo point to restore 25 Energy.
Fan of Knives 66

Sprays knives at all targets within 10 yards, dealing Physical damage and applying your active poisons at their normal rate. Awards 1 combo point.
Vendetta 80

Marks an enemy for death for 20 sec, increasing the damage your abilities and melee attacks deal to the target by 30%, and making the target visible to you even through concealments such as stealth and invisibility.
Master Poisoner 90

You gain 5% more of the Mastery stat from all sources.

Draenor Perks

One of the four following perks will be granted to an Assassination Rogue upon reaching level 92, 94, 96, and 98. Each perk is granted once. The order in which perks are granted is random.

Perk

Description

Empowered Envenom While Envenom is active, you deal 30% more damage with Mutilate and Dispatch.
Enhanced Crimson Tempest Crimson Tempest also increases the damage targets take from your poisons by 30% for 1 sec plus 1 sec per combo point.
Enhanced Vendetta After activating Vendetta, your next Mutilate, Dispatch, Envenom, or Ambush has 100% increased chance to be a critical strike.
Improved Slice and Dice Slice and Dice is now always passively active.

Rotation

Often regarded as the slowest-playing spec—and the easiest to learn—the Assassination rotation relies on abilities that cost a lot of energy but deal a lot of damage. A large portion of the spec’s damage also comes from poisons.

  • Open with Ambush or Mutilate.
  • With whatever combo points you have after opening, cast Rupture.
  • Keep Rupture active on your target at all times. Refresh it with as many combo points as possible.
  • Build combo points using Mutilate, unless your target is below 35% health—if that’s the case, build combo points using Dispatch.
  • Every now and then, casting Mutilate will trigger a very noticeable visual effect; when you see this, cast Dispatch immediately—it won’t cost you any energy.
  • If you don’t need to Rupture, cast Envenom at 4-5 combo points (5 if you selected Anticipation as your level 90 talent).
  • Cast Vendetta whenever it’s available.

Group Play

Rogues bring two key values to group play. One is dealing damage: Rogues are excellent at single-target damage, provided they can stay behind and within melee range of their target. The second is crowd control: A rogue’s versatile toolkit can also make it tremendously useful for stunning, slowing, interrupting, and frustrating the enemy.

Group Buffs

The primary buff a Rogue brings to a party or raid is a passive one: Swiftblade’s Cunning. This spell, which is always active, grants all allies within 100 yards a 5% bonus to their haste and multistrike statistics. (Note: The haste buff is also granted by Frost and Unholy Death Knights’ Unholy Aura, and Shamans’ Grace of Air.)

Preparing for High-End Content

Rogues exclusively wear leather armor, and only seek to use gear with the primary stat Agility (never Intellect, Spirit, or Strength). A Rogue may see any of several different secondary stats on their gear, each of which has benefits: Critical Strike, Haste, Mastery, Multistrike, and Versatility.

When upgrading weaponry, remember that Assassination Rogues must wield daggers in both hands. No other type of weapon will suffice; axes, fist weapons, maces, and swords are all useless to an Assassination Rogue.

Combat

Designed as the quintessential swashbuckler spec, Combat is the only option that encourages the use of “slow” weapons, a.k.a. axes, fist weapons, maces, and swords. This spec is all about up-front damage caused directly by your button presses: Compared to Assassination and Subtlety, it is much less reliant on damage-over-time effects such as poisons and bleeds.

Specialization Abilities

Ability

Level

Icon

Description

Blade Flurry 10

While active, your attacks also strike up to 4 additional nearby opponents for 30% of normal damage, but your Energy regeneration is reduced by 20%. Lasts until cancelled. The Draenor Perk Enhanced Blade Flurry, which is granted while leveling from 90 to 100, removes the limit on additional targets.
Vitality 10

Increases your Energy regeneration rate by 20% and your Attack Power by 40%.
Revealing Strike 20

Deals 120% Physical damage, increasing the effect of your offensive finishing moves on that target by 35%, and giving your Sinister Strike a 25% chance to generate an extra combo point. Lasts 24 sec. Awards 1 combo point.
Combat Potency 30

You gain 5% more of the Haste stat from all sources, and your off-hand attacks have a chance to generate 15 Energy. Slower weapons have a higher chance.
Ruthlessness 32

For each combo point spent, your damaging finishing moves reduce the cooldown on your Adrenaline Rush, Killing Spree, and Sprint by 2 sec, and all your finishing moves have a 20% chance to grant a combo point and restore 25 Energy.
Adrenaline Rush 40

Increases your Energy regeneration rate by 100% and your attack speed by 20% for 15 sec. While Adrenaline Rush is active, the global cooldown on most of your Energy consumers is reduced by 0.2 sec
Bandit’s Guile 60

Take advantage of the natural ebb and flow of combat, causing your Sinister Strike to gradually increase your damage dealt by up to 30%. This maximum effect will last for 15 sec before fading and beginning the cycle anew.
Killing Spree 80

Step through the shadows to a visible enemy within 10 yards, attacking 7 times over 3 sec for Physical damage with both weapons. While Blade Flurry is active, each Killing Spree attack will teleport to and damage a different nearby enemy target. The Rogue cannot be targeted or disabled while Killing Spree is active.

Draenor Perks

One of the four following perks will be granted to a Combat Rogue upon reaching level 92, 94, 96, and 98. Each perk is granted once. The order in which perks are granted is random.

Perk

Description

Empowered Bandit’s Guile Bandit’s Guile grants an additional 20% damage increase while in Deep Insight.
Enhanced Blade Flurry Blade Flurry no longer has a target cap.
Improved Dual Wield You no longer have a penalty to hitting with your autoattacks due to dual-wielding.
Swift Poison Replaces your Deadly Poison with Instant Poison, which coats your weapons with a Lethal Poison that lasts for 1 hour. Each strike has a 30% chance of instantly poisoning the enemy for Nature damage.

Group Play

Rogues bring two key values to group play. One is dealing damage: Rogues are excellent at single-target damage, provided they can stay behind and within melee range of their target. The second is crowd control: A Rogue’s versatile toolkit can also make it tremendously useful for stunning, slowing, interrupting, and frustrating the enemy.

Group Buffs

The primary buff a Rogue brings to a party or raid is a passive one: Swiftblade’s Cunning. This spell, which is always active, grants all allies within 100 yards a 5% bonus to their haste and multistrike statistics. (Note: The haste buff is also granted by Frost and Unholy Death Knights’ Unholy Aura, and Shamans’ Grace of Air.)

Rotation

Combat features a moderately paced rotation much of the time—that is, until the Adrenaline Rush cooldown is used. Although the abilities a Rogue casts while Adrenaline Rush is active are no different than when it’s inactive, the cooldown drastically speeds up the rotation, which means much more rapid button pushing. Be ready for the roller coaster.

  • Open with Ambush, then cast Slice and Dice.
  • Cast Revealing Strike. Cast it again when it’s about to expire.
  • Use Sinister Strike to build combo points.
  • Spend your combo points on Slice and Dice (if it’ll expire within a few seconds) or Eviscerate (if Slice and Dice is looking good).
  • Use Killing Spree and Adrenaline Rush whenever they’re available; if both are available, use Killing Spree first.

Preparing for High-End Content

Rogues exclusively wear leather armor, and only seek to use gear with the primary stat Agility (never Intellect, Spirit, or Strength). A Rogue may see any of several different secondary stats on their gear, each of which has benefits: Critical Strike, Haste, Mastery, Multistrike and Versatility.

When upgrading weaponry, remember that Combat Rogues do the most damage when they have so-called “slow” weapons—axes, fist weapons, maces, or swords—in their main hand. In their off-hand, any weapon with Agility is fine, including daggers.

Subtlety

Long considered a PvP-only spec, Subtlety has come into its own in recent years as a strong PvE and raiding spec as well, while retaining its value in PvP. Compared to the other two options, Subtlety more heavily relies on bleeds to do its damage. It’s also generally considered the most challenging spec to master, due to the number of abilities and cooldowns that must be expertly juggled.

Specialization Abilities

Spell

Level

Icon

Description

Energetic Recovery 10

While your Slice and Dice ability is active, you regain 8 Energy every 2 sec.
Find Weakness 10

Your Ambush, Garrote, and Cheap Shot abilities reveal a flaw in your target’s defenses, causing all your attacks to bypass 100% of that enemy’s armor for 10 sec. Bypasses less armor on players.
Hemorrhage 10

An instant strike that deals 40% Physical damage (increased 40% if a dagger is equipped), and causes the target to bleed for additional damage over 24 sec. Awards 1 combo point. Replaces Sinister Strike.
Master of Subtlety 10

Attacks made while stealthed and for 6 seconds after breaking stealth cause an additional 10% damage.
Sinister Calling 10

Increases your total Agility by 15% and you gain 5% more of the Multistrike stat from all sources. When you multistrike with Backstab or Ambush, you also twist the blade, causing all of your Bleed effects to advance by 2 sec, triggering an instant tick.
Premeditation 30

Adds 2 combo points. You must add to or use those combo points within 18 sec or the combo points are lost.
Backstab 40

Requires daggers. Backstab the target, causing 175% Physical damage. Must not be in front of the target. Awards 1 combo point.
Rupture 46

Finishing move that causes damage over time. Lasts longer per combo point.
Honor Among Thieves 50

Critical hits in combat by you or by your party or raid members grant you a combo point, but no more often than once every 2 seconds.
Relentless Strikes 54

Your finishing moves have a 20% chance per combo point to restore 25 Energy.
Sanguinary Vein 60

Increases the damage of your Rupture ability by 10% and causes you to deal 20% additional damage to targets afflicted by your Rupture, Garrote, or Crimson Tempest.
Fan of Knives 66

Sprays knives at all targets within 10 yards, dealing Physical damage and applying your active poisons at their normal rate. Awards 1 combo point.
Shadow Dance 80

Enter the Shadow Dance for 8 sec, allowing the use of abilities that ordinarily require Stealth, and reducing the Energy cost of Ambush by 20. The Draenor Perk Enhanced Shadow Dance, which is granted while leveling from 90 to 100, increases the duration from 8 sec to 10 sec.

Draenor Perks

One of the four following perks will be granted to a Subtlety Rogue upon reaching level 92, 94, 96, and 98. Each perk is granted once. The order in which perks are granted is random.

Perk

Description

Empowered Fan of Knives Fan of Knives now generates a combo point for each target that it hits.
Enhanced Shadow Dance Increases the duration of Shadow Dance by 2 sec.
Enhanced Stealth You deal an additional 5% damage for 6 sec after Stealth breaks.
Enhanced Vanish Reduces the cooldown on Vanish by 30 sec.

Rotation

Subtlety’s rotation in boss fights is the most complex of the three specs. For those who can rise to the challenge, though, it often yields the greatest rewards (in terms of the highest damage potential in single-target fights).

  • Cast Preparation, then Slice and Dice. While you’re still stealthed, cast Garrote. (If you’ve chosen Subterfuge as your level 15 talent, you’ll have time to also cast Ambush after Garrote.)
  • With the combo points you’ve generated so far, cast Rupture. Keep it active and refresh with as many combo points as possible.
  • Generate combo points with Backstab (or, if you’re in front of your target, Hemorrhage).
  • Spend your combo points on three finishers, in this order of priority: Slice and Dice (if only a few seconds remain), Rupture (if only a few seconds remain), Eviscerate. Try to use 5 combo points whenever possible.
  • Use Shadow Dance whenever it’s available. While in Shadow Dance, use Ambush as your combo point generator.
  • Use Vanish whenever it’s available, then cast Garrote. (If you have the Subterfuge talent, you’ll also likely have time to cast Ambush after Garrote.)

Group Play

Rogues bring two key values to group play. One is dealing damage: Rogues are excellent at single-target damage, provided they can stay behind and within melee range of their target. The second is crowd control: A rogue’s versatile toolkit can also make it tremendously useful for stunning, slowing, interrupting, and frustrating the enemy.

Group Buffs

The primary buff a Rogue brings to a party or raid is a passive one: Swiftblade’s Cunning. This spell, which is always active, grants all allies within 100 yards a 5% bonus to their haste and multistrike statistics. (Note: The haste buff is also granted by Frost and Unholy Death Knights’ Unholy Aura, and Shamans’ Grace of Air.)

Getting Ready for High-End Content

Rogues exclusively wear leather armor, and only seek to use gear with the primary stat Agility (never Intellect, Spirit, or Strength). A Rogue may see any of several different secondary stats on their gear, each of which has benefits: Critical Strike, Haste, Mastery, Multistrike and Versatility.

When upgrading weaponry, remember that Subtlety Rogues prefer to wield a dagger in each hand. If finding two daggers proves extremely difficult, so-called “slow” weapons—axes, fist weapons, maces, or swords—can suffice, but are not preferred.