Subtlety Rogue DPS Rotation, Cooldowns, and Abilities (Legion 7.2.5)
Table of Contents
General Information
On this page, we list your Subtlety Rogue core abilities and how they should be used together (rotation) in World of Warcraft Legion 7.2.5. We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that you will need to know if you want to excel at playing a Subtlety Rogue.
The other pages of our Subtlety Rogue guide can be accessed from the table of contents on the right.
About Our Author and Reviewer
This guide has been written by Furty, who has an illustrious history in the World of Warcraft raiding scene and race for World First. He has been a member of guilds such as Serenity, Midwinter, and many more, and is currently raiding in Future. He plays most classes at the highest level. You can follow him on Twitter and watch him play on Twitch.
This guide has been reviewed and approved by impý, a Subtlety Rogue who raids in The Unnamed, a top German guild.
1. Ability Priority List
1.1. Single Target
- Maintain
Nightblade. - Activate
Shadow Blades if available. - Enter
Shadow Dance if you have 2 charges, or there is less than 20 seconds remaining before you get your second charge (3 charges and 30 seconds for
Enveloping Shadows).
Shadow Dance should be activated as close to Energy cap as possible (80 with
Master of Shadows).- Use
Shadowstrike as long you are Stealthed and have less than 5 combo points (7 with
Anticipation).
- Activate the
Symbols of Death buff in combination with at least 1
Shadow Dance charge and
Death from Above when you are below 60 Energy. - Activate
Vanish and then
Shadowstrike when available if you are at or below 3 Combo Points. - Cast
Goremaw's Bite if you are not in
Stealth or
Shadow Dance, at or below 3 Combo Points, and have less than 50 Energy. - Cast
Death from Above at 5+ Combo Points. Always combine with
Shadow Dance and
Symbols of Death. - Cast
Eviscerate to spend Combo Points with 5+. - Cast
Backstab to generate Combo Points (from behind the target whenever possible).
1.1.1. Correctly Using Death from Above with Dark Shadow
When using these talents in combination, it is ideal to overlap them for
maximum damage whenever possible. You should aim to activate your
Shadow Dance after the first part of
Death from Above happens,
shortly before you land. This ensures you immediately get the 30% damage
bonus on the
Eviscerate portion of Death from Above and still
have time to get 4 global cooldowns off during your dance. In AoE situations
you should use dance before Death from Above, ensuring that
Dark Shadow
affects the cleave damage as well.
Symbols of Death, on the other hand, can be used before the
Death from Above as it lasts long enough to cover the entire ability
and the following
Shadow Dance. Try to also combine your
Death from Above usage with
Finality: Eviscerate. This entire
combo can be tricky to pull off, but when all is said and done it results
in a hefty damage increase.
You should always delay
Death from Above so that it can be used
with
Shadow Dance and
Symbols of Death.
1.2. Multiple Targets (2+)
- Maintain
Nightblade on 3-4 targets that will live for the entire duration. - Activate
Shadow Blades if available. If there are 5+ targets, it might be better to save it for when there are less targets present, as your Combo Point generation is already very high at this point. - Enter
Shadow Dance if you have 2 charges, or there is less than 20 seconds remaining before you get your second charge.- Use
Shuriken Storm during
Shadow Dance instead of
Shadowstrike if there are 3+ targets present.
- Use
- Activate the
Symbols of Death buff in combination with at least 1
Shadow Dance charge and
Death from Above when you are below 60 Energy. - Activate
Vanish and then
Shadowstrike (
Shuriken Storm if there are 3+ targets) when available if you are at or below 3 Combo Points. - Cast
Goremaw's Bite if you are not in
Stealth or
Shadow Dance, at or below 3 Combo Points, and have less than 50 Energy. - Cast
Death from Above at 5+ Combo Points. Always combine with
Shadow Dance and
Symbols of Death. - Cast
Eviscerate to dump any excess Combo Points. - Use
Shuriken Storm to generate Combo Points.
For more information about the optimal opening sequence, refer to our dedicated section.
2. Important Notes
2.1. 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.
With
Vigor we have 150 Energy. Your Energy regeneration is increased by:
- Melee haste (haste + haste-enhancing buffs);
- The
Relentless Strikes passive, which guarantees your finishers
restore 6 Energy per Combo Point;
Energetic Stabbing has a 50% chance to refund 8 Energy after
Backstab,
Shadowstrike, and
Cheap Shot;
Shadow's Whisper awards 8 Energy every time
Shadow Techniques
procs;
Goremaw's Bite grants 30 Energy over 6 seconds;
Vigor, if chosen as your Tier 7 talent.
The faster you regenerate Energy, the smoother the rotation will begin to
feel, as you will need to "pool" less. Faster Energy regeneration and proper
management allow for more finishers, more damage contribution from your
Shadow Dance, and more burst damage.
Never let your Energy reach its maximum, as resource overflow is wasteful and results in lost damage.
You should also avoid capping Combo Points (i.e., reach 5 Combo Points) for
more than 1 global cooldown so you do not waste a potential
Shadow Techniques proc.
2.1.1. Pooling
You will often have to wait for resources in order to ensure optimal delivery of your burst. The time you spend waiting (simply auto attacking the target) is known as "pooling". This allows your Energy to regenerate in anticipation of a burst window.
During a fight, the DPS value of Energy and Combo Points fluctuates. For
example, during
Shadow Dance, the DPS value of Energy is
extraordinarily high. This is due to the short duration and limited
availability of Shadow Dance (4 seconds, and 5 with
Subterfuge).
If you do not have enough Energy, then you cannot get all your
Shadowstrikes off in that time. For this reason, it is incredibly
important that you enter Shadow Dance with as close to maximum resources as
possible. Playing with
Shadow Focus does ease this slightly.
If you are playing with
Master of Shadows, you should consider
your "maximum" Energy (when approaching
Shadow Dance) as roughly
85-90, due to the 25 Energy over 3 seconds gained upon activation.
Combo Points, on the other hand, have a higher value when the boss enters a period of increased damage taken, as pumping out as many finishers as possible during this time results in the highest overall damage yield. These examples should highlight the importance of pooling, and you will be doing it extremely often as Subtlety.
2.2. Shadow Dance
Shadow Dance is your "bread and butter" cooldown, and your damage
output relies heavily on proper usage. Shadow Dance has 2 charges, each
with a 1-minute recharge. The
Deepening Shadows passive, however,
ensures that they will be available much more often than that. Each 5 Combo
Point finisher will reduce the cooldown of Shadow Dance by 7.5 seconds (or
12.5 seconds when playing with
Enveloping Shadows).
We still cast
Eviscerate when we cap Combo Points during the
effects of
Shadow Dance. There are several reasons for this:
- Avoiding Combo Point overflow;
- Energy return from
Relentless Strikes; - It is simply more damage due to
Mastery: Executioner.
You should make an effort to enter
Shadow Dance with 3 Combo Points.
This allows our 3rd global inside
Shadow Dance to be a finisher (ideally
Eviscerate), which will return 30-36 Energy (depending on Combo Points)
and help sustain our dance. Entering dance with the correct amount of Combo
Points ensures we get a full power
Eviscerate and maximum Energy
return from our passive. A typical
Shadow Dance (without
Subterfuge) will look like:
Shadowstrike.
Shadowstrike.
Eviscerate.- Cast
Shadowstrike.
If
Shadow Techniques procs during before you are able to cast your
second
Shadowstrike, you instead perform:
An alternative to this is to go into
Shadow Dance high on Combo
Points and perform this dance (although this is not preferable):
If you perform this combo you must be conscious of your Energy before
entering
Shadow Dance, as
Relentless Strikes combined
with
Master of Shadows may overcap your Energy.
Shuriken Storm deals 100% increased damage during
Shadow Dance, but in most situations it is better to focus on
single-target damage. If you need to quickly burst down a large pack of mobs,
such as the imps on Mannoroth, try to go into Shadow Dance with 0 Combo Points
so that the generation from Shuriken Storm is not entirely wasted.
2.2.1. During Shadow Blades
The
Shadow Dance changes during
Shadow Blades. This is
most likely to occur during the opener, as there is less incentive to
overlap these cooldowns afterwards (as any
Shadow Techniques procs
will be wasted). It is ideal to enter dance with 2 Combo Points when
Shadow Blades is active. A typical dance during Shadow Blades looks as
follows:
2.3. Vanish
Vanish can be used more or less on cooldown at the player's
discretion. You should use
Vanish when you are low on Combo
Points with at least 60 Energy, allowing you to
Shadowstrike
twice in succession if you are fast enough. This macro must be used in
order to get a second cast off from Vanish:
- #showtooltip Vanish
- /cast Vanish
- /cast Shadowstrike
- /stopattack
This macro must have a secondary bind and should not be used as your
primary
Shadowstrike key.
If you have
Mantle of the Master Assassin, you will want to use your
Vanish in a slightly different fashion. Ensure you do not have an
active Mantle buff, and combine your Vanish with
Symbols of Death,
leading into a
Shadow Dance once your Vanish global(s) are
performed.
2.4. Defensive Utility
All Rogues come ready made with a dizzying phalanx of defensive cooldowns, which make them the best candidate for soaking required mechanics and dealing with heavy incoming damage.
Feint reduces AoE damage taken by 50% for 5 seconds for only 35
Energy. When talented into
Elusiveness it also reduces all other
damage by 30%. This is one of the most overpowered abilities in the game and a
huge asset on fights with heavy raid damage. Do not forget about this
button!
Cloak of Shadows provides magic immunity for a second, followed by
5 seconds where all spells will miss. Cloak can be used for intercepting in
fight mechanics, like Tichondrius's
Seeker Swarm on Mythic.
It can also be used for damage gains, such as staying in and hitting the boss
during Star Augur Etraeus'
Fel Nova.
Cheat Death is a talent that allows you to escape lethal damage
once every 6 minutes. The damage cannot exceed more than twice your maximum
health.
Cheat Death is great for soaking mechanics that pierce
immunities and damage reductions as it guarantees your survival. It is also
great for encounters with bursty damage that might take you by surprise, as you
get a free get out of jail free card once every 6 minutes.
Crimson Vial provides a respectable amount of healing on a very short
cooldown. Useful for an extra bit of healing if you are getting slammed, or you
are out of range of a healer.
2.5. Pandemic
Some of your personal buffs benefit from Pandemic, a mechanic that allows
you to refresh early without penalty as long as the buff has less than 30% of
its maximum duration remaining. The current timer will be added to the newly
refreshed full duration buff, allowing for a new buff longer than the maximum
duration. For example, if you refreshed a 5 Combo Point
Nightblade
when it had 4 seconds left, it would result in a new
Nightblade debuff
that lasts 22 seconds. Nightblade can be safely refresh at 4.8 seconds.
The Pandemic timing from
Nightblade is based off of your current
Combo Point value, rather than the duration of the original Nightblade. So if
you had a 2 Combo Point Nightblade on the target, and refresh with a 5 Combo
Point Nightblade, the Pandemic value would be treated as a 5 Combo Point
Nightblade instead.
Try to always get maximum time out of your
Finality: Nightblade
debuffs, and do not overwrite existing
Nightblades empowered by
Finality until they have fallen off.
3. Core Concepts
Subtlety Rogue has been entirely redesigned, and though there are some
familiar concepts returning, this specialization is its own beast. Subtlety has
plenty of complexity and a ton of room for personal creativity and
interpretation, due to the charge based nature of
Shadow Dance.
Given that abilities like
Symbols of Death incur no global cooldown,
this specialization rewards the fleet fingered as there are a considerable
number of buttons to press in very small windows of time. Ultimately, this is
a specialization that rewards the initiated and informed but can be incredibly
punishing to the neophytes. Learning to focus on what is important and master
the core concepts of a specialization is what leads to strong overall
performances on the damage charts. Subtlety features 3 major concepts that form
the central trinity of optimizing for success:
- resource management;
- cooldown usage;
- personal initiative.
3.1. Resource Management
As discussed in depth earlier in this section, pooling is one of the most
important aspects of this specialization. Particularly when playing with
Deeper Stratagem, the preferred Tier 3 talent, you will spend a
lot of time pooling for
Shadow Dance with little margin for
error. When using
Vigor,
Subterfuge or
Shadow Focus,
and
Master of Shadows the specialization becomes faster and slightly
more forgiving. Pay very close attention to your boss timers, as you will
want to ensure you have enough Energy ready to apply pressure to high
priority adds, phases of increased damage output, or a fortuitous trinket
proc.
The 3 resources of Subtlety are Energy, Combo Points, and
Shadow Dance
charges. The main goal of resource management is to minimize overflow and wastage
of these resources. Oftentimes these resources will be at odds with each other;
aiming for perfect Combo Point management may result in Energy cap, immaculate
Energy management may result in
Shadow Dance charge overflow, and so on.
Perfect resource management is impossible, and therefore the crux of becoming a
seasoned Subtlety veteran is learning which compromises to make. Listed below
is the priority of resources to help you minimize wastage:
Shadow Dance charges;- Combo Points;
- Energy.
It is very important that you never waste
Shadow Dance charges.
3.2. Cooldown Usage
Shadow Dance is one of the least rigid cooldowns in the game
currently, as it allows for a variety of different usages depending on player
interpretation of the current situation. As mentioned earlier in the guide, it
is imperative to pool Energy and ensure you are not going to cap Combo Points
before entering Shadow Dance, as you will be spamming
Shadowstrike
(a Combo Point generator) while dance is active.
When playing with
Dark Shadow the impact of
Shadow Dance
is even more critical, so take care not to waste any global cooldowns.
3.2.1. Personal Initiative
Your personal experience and instincts will play a large role in your
ability to fully maximize output. Getting a feel for when it is worth it to use
your
Shadow Dance to deal burst AoE with
Shuriken Storm
versus going full single-target with
Shadowstrike is something that
can only be learned, not explained. Try to keep track of all your cooldowns
as a whole, rather than as individual abilities, as they interact together in
ways that alter the rotation significantly. For example,
Nightblade
only lasts for 18 seconds, so if
Death from Above is coming off cooldown
at the same time Nightblade is going to expire, you will want to refresh
Nightblade a little early and build up Combo Points for use on Death from Above
immediately. Understand these spell interactions is of critical importance when
lining up a burst window for Shadow Dance.
4. Opening Sequence
Always open while in
Stealth.
- Use your
Potion of Prolonged Power. - Activate
Shadow Blades. - Cast
Shadowstrike. - Cast
Backstab. - Apply
Nightblade. - Activate
Shadow Dance. - Cast
Shadowstrike. - Activate
Symbols of Death. - Cast
Shadowstrike. - Cast
Eviscerate. - Cast
Shadowstrike. - Cast
Backstab. - Activate
Vanish (only with
Mantle of the Master Assassin). - Cast
Death from Above (if talented), otherwise,
Eviscerate. - Cast
Goremaw's Bite. - Activate
Shadow Dance. - Cast
Shadowstrike. - Cast
Eviscerate. - Cast
Shadowstrike. - Cast
Shadowstrike.
This usage of
Shadow Dance can continue for as long as you
have charges and Energy to sustain it, as your dance charges will be
available almost constantly in the opener (if you are playing with
Enveloping Shadows) due to the high number of finishers being
cast. Remember to reapply
Nightblade when necessary.
Goremaw's Bite is best used sometime into the pull after the
initial high Energy phase (usually 20-30 seconds into the fight). The
main reason for this is to fully utilize the Energy return and Combo
Points from
Goremaw's Bite rather than getting it on cooldown
as soon as possible.
5. ChangeLog
+ show all entries - show only 10 entries- 28 Jun. 2017: Updated rotation and APL, added section pertaining to Dark Shadow and Death from Above, updated opener.
- 15 Jun. 2017: Large update to all sections.
- 14 Jun. 2017: Updated ability priority list and removed mentions of Premeditation.
- 03 Apr. 2017: Slight adjustments in the Shadow Dance advice for the single-target rotation.
- 27 Mar. 2017: No changes needed for Patch 7.2.
- 23 Jan. 2017: Updated APL for Anticipation bug.
- 09 Jan. 2017: Checked and confirmed for Patch 7.1.5.
- 06 Dec. 2016: Big update; Action Priority List split into single/multi target, resource management updates, many tweaks to "Important Notes" sections.
- 29 Aug. 2016: Updated for Legion's launch.
- 19 Jul. 2016: Many small improvements (more notes on Pandemic, Subterfuge, and many tweaks).
- 18 Jul. 2016: Updated for the Legion pre-patch.
CONTENTS
FROM THE ROGUE FORUMS
- Which is easier to learn Sub, or Sin?
- Guide for Slice and Dice build?
- Sub Rogue Help
- Subtlety Rogue 7.2.5 Stat Cap
- Trinkets help[assassinate]
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