WoW Forever Subtlety Rogue Guide

Lv60

Hunting

Upkeep
Prepare
Opener
Cycle priority
Coat both weapons with . Build with instead of . It costs less Energy and hits harder with a dagger. Start each fight with a full Energy bar. When is ready, use it before your opener for 2 combo points. With a main-hand dagger, open with from Stealth behind the enemy. adds an extra combo point to your opener. Use and whenever they're ready, then build with . Finish with at 5 points or when the enemy is close to death. If another enemy stands nearby to pull next, spend the points on instead. The attack speed carries into the next fight.

Solo

  • Extra coinSneak up on humanoids and use before you attack.
  • Stopping castsInterrupt casters with . Hold them with while it's on cooldown.
  • EscapingWhen a fight goes wrong, the enemy and back off to make room to escape. You must be in front of it, and damage breaks it.
  • Two enemiesPop early when a second enemy joins. Waiting until your health is low is too late.
  • Splitting a pairWhen humanoids stand together, use on one from Stealth. It costs a lot of Energy, so wait for it to refill before attacking the other. It doesn't work on enemies already in combat.
  • Running awayIf a fight turns bad, escape with . It doesn't break Stealth, so it also helps you through dangerous areas.
  • Sneaking pastWhen sneaking past, throw to draw the attention of enemies in your way. It doesn't break Stealth.
  • In troubleIf a fight turns bad, disappear with . It also removes movement impairing effects.
  • Dangerous enemiesOpen dangerous enemies with from Stealth. It stuns them and awards 2 combo points, and you don't need to be behind them.
  • StunningStun enemies that heal or hit hard with . More combo points mean a longer stun.
  • Locking one downIf two or more are too much, disable one with and kill the rest first. Any damage breaks it, including damage over time.
  • RunnersWhere enemies often flee, coat one weapon with .
  • CastersAgainst enemies that cast a lot, coat your off-hand with to slow their casts.
  • Next pullWhen another enemy stands nearby to pull next, finish with instead of . The attack speed carries into the next fight.
  • Tough enemiesOn enemies that last, spend your first 5 points on and the next 5 on .
  • Big hitOn tough enemies, use , then or a 5-point . It guarantees a critical strike if it hits.
  • A second chanceIf you've already used and , reset their cooldowns with and use them again.

Party

Deal damage from behind the enemy your tank holds without pulling threat.

  • When to startGive your tank time to build threat, then attack the same enemy.
  • Pulling threatIf an enemy turns on you, hold on with and bring it back to your tank.
  • InterruptsInterrupt heals and dangerous spells with . If a caster in the back keeps casting at your party, close in with and it so it comes to your group.
  • Stopping castsWhile is on cooldown, stop casts with , or step in front of the enemy and use .
  • Lowering armorIf your party deals mostly physical damage and the boss will last, apply .
  • Crowd controlBefore a pull, use on one humanoid from Stealth. It costs a lot of Energy, so let it refill before the fight starts.
  • ThreatUse when you get close to your tank's threat.
  • CastersIn dungeons full of casters, coat your off-hand with .
  • Long fightsOn bosses, coat your off-hand with . It stacks up over a long fight.
  • Caught by an enemyIf an enemy won't let go, disappear with , and attack again once your tank has it back.
  • Loose enemiesWhen your tank is busy, disable a loose enemy with .
  • Single targetWith a dagger in your main hand, build with from behind. Otherwise use . Finish with .
  • Can't get behindWhen you can't get behind the enemy, build with and finish with at 5 points.
  • Raising dodgeUse whenever it's ready. It raises your dodge chance if an enemy turns on you.
  • Opening hitOnce your tank has the enemy, sneak behind it and open with if your main hand is a dagger, or if not.
  • BossesKeep up on bosses and spend the rest on .
  • Locked chestsKeep training your lockpicking, and open locked chests you find for your party with .

Dungeons

Skills

Spellbook →

Build Order

Assassination16Combat11Subtlety24

  1. LV 10–112/5
  2. LV 12–143/3
  3. LV 15–173/3
  4. LV 18–192/3
  5. LV 20–223/3
  6. LV 233/3
  7. LV 241/1
  8. LV 251/1
  9. LV 26–283/3
  10. LV 293/5
  11. LV 301/1
  12. LV 31–355/5
  13. LV 36–372/2
  14. LV 38–403/3
  15. LV 41–433/3
  16. LV 44–452/2
  17. LV 46–472/2
  18. LV 481/1
  19. LV 49–502/5
  20. LV 51–533/3
  21. LV 54–565/5
  22. LV 571/1
  23. LV 581/1
  24. LV 59–605/5
Open this build in the calculator →

Recommended professions

  • Skinning

    Gather rugged leather.

  • Leatherworking

    Your trainer has no more green gear, so replace the other slots with dungeon rewards. From 55, expensive gear with hard-to-find patterns is also worth chasing.

    • LV 55Skill 290
      Pattern · drops in Un'Goro Crater
    • LV 56Skill 280
      Pattern · drops in Scholomance
    • LV 57Skill 290
      Pattern · Knot Thimblejack's Cache
    • LV 57Skill 300
      Pattern · Knot Thimblejack's Cache

Camping

  • LV 1Skill 20
  • LV 28Skill 140
    Blueprint · drops in Wailing Caverns
  • LV 1Skill 20
  • LV 28Skill 125
    Blueprint · drops in Shadowfang Keep
  • The three best damage camping buffs are from Mining, from Skinning and from Fishing.

Mounts

  • Apprentice Riding90g
Level 40 Mount Guide →