General Information
On this page, we list your Assassination Rogue coreabilities and how they should be used together (rotation) in World of WarcraftMoP 5.4. We also explain whento use your various cooldowns. Then, we go deeper and present all the subtletiesthat you will need to know if you want to excel at playing an AssassinationRogue.
The other pages of our Assassination Rogue guide can be accessedfrom the table of contents on the right.
1. Single Target Rotation↑top
- Combo Point builders (by order of priority)
- Use
Dispatch, if the target's health is below 35% or when
Blindside procs.
- Use
Mutilate, if the target's health is above 35%.
- Finishing Moves (by order of priority)
- Apply and maintain
Slice and Dice.
- Apply and maintain
Rupture.
- It is optimal to apply and refresh
Rupture with 5 Combo Points. That said, if it is going to expire in less than 2 seconds, refresh it with whatever amount of Combo Points you have.
- Use
Envenom with 5 Combo Points.
- If
Slice and Dice needs refreshing, then you can afford to cast Envenom with fewer Combo Points.
- If you do not have
Anticipation, use
Envenom whenever you have 4 or 5 Combo Points.
For more information about the optimal opening sequence, refer to our dedicated section.
For more information about Energy pooling, refer to our section about Envenom and Energy pooling.
2. Multiple Target Rotation↑top
When fighting 2 or 3 targets, maintain
Deadly Poison (with
Mutilate or
Dispatch) and
Rupture (cast with 3 or more ComboPoints) on all targets. The rest of the time, keep performing your single-targetrotation on one of the enemies.
Vanish (thanks to
Shadow Focus) and
Redirect make maintaining Rupture easier, although they have rather longcooldowns.
When fighting 4 to 8 targets, maintain
Deadly Poison (with
Fan of Knives) and
Rupture (cast with 3 or more Combo Points) onall of them. The rest of the time, use your Combo Points on
Envenom andgenerate them with
Fan of Knives.
When fighting more than 8 targets, you should simply spam
Fan of Knives and use
Envenom to spend your Combo Points.
If your main target will die in less than 1 minute and you have chosen
Marked for Death as your Tier 6 talent, then use it on cooldown.
3. Poisons↑top
Your Lethal Poison should always be
Deadly Poison.
Your Non-Lethal Poison depends on the encounter.
- Use
Crippling Poison when you need to slow down a target(e.g., on Will of the Emperor,Sha of Fear,Council of Elders,Tortos, etc.). Using
Shivon a target afflicted by Crippling Poison slows them by an additional20%.
- Use
Mind-numbing Poison against casters (onHorridon for the adds, for example).Using
Shiv on a target afflicted by Mind-numbing Poison doubles thecast time of their next spell.
- Use
Paralytic Poison when you need to root (with
Shiv) orstun enemies (e.g., on Lei Shi,Council of Elders,Ji-Kun, etc.).
- Use
Leeching Poison otherwise.
4. Cooldowns↑top
You have two main DPS cooldowns.
Vendetta (with
Glyph of Vendetta) increases the damage you do onyour target by 25% for 30 seconds, on a 2-minute cooldown. Naturally, it is more beneficialto use Vendetta during times when you deal increased damage to the boss.
Shadow Blades greatly increases your Combo Point regeneration and the damage ofyour white melee attacks for 12 seconds, on a3-minute cooldown.
Using
Vendetta and
Shadow Blades together is very beneficial, butthese two abilities have different cooldowns, so you will rarely be able to usethem together. That said, at the beginning of the fight, and every 6 minutesafter that, they will be available at the same time. Also, being aware of theremaining duration of the fight can be beneficial; for example, if the fight finishes in2 minutes and
Shadow Blades is off cooldown while
Vendetta stillhas 1 minute left on its cooldown, you can simply wait for that minute to passand use Shadow Blades and Vendetta at the same time.
In addition to those, you have several minor DPS and utility cooldowns.
Vanish makes you enter Stealth. Use this ability on cooldown, immediately followedby
Mutilate. Because of
Shadow Focus (your Tier 1 talent),
Mutilate's costis reduced by 75% when using it in Stealth. The cooldown of Vanish can be resetwith
Preparation.
Redirect is a DPS gain in fights where you have to fight different enemies.See our Redirect section for more details.
Sprint (in addition to its obvious survival role) can give youmore uptime on the boss, which translates into a direct DPS increase.So, you can use Sprint as a DPS cooldown in some fights. Its cooldowncan be reset with
Preparation.
Finally, you have a number of survival cooldowns, such as
Feint,
Cloak of Shadows,
Preparation,
Evasion, etc., which you can useto keep yourself alive. See our section about survivalcooldowns for more information.
5. Optional Read: Mastering Your Assassination Rogue↑top
The Assassination specialisation is rather easy to play. The informationgiven above will yield good results. However, being aware of the few subtletiesthat we detail in the rest of this page will enable you toplay your Assassination Rogue to its full potential.
In particular, poisons do most of the damage of an Assassination Rogue,therefore it is important to understand the synergy they have with your variousabilities.
5.1. Combo Points, Energy, and Anticipation
As a Rogue, most of your abilities need Energy to be used. Your Energybar has a capacity of 120 Energy (thanks to
Assassin's Resolve, oneof your Assassination-only passive abilities)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
Relentless Strikes passive ability, which grants your Finishing Moves a20% chance per Combo Point to restore 25 Energy;
- your
Rupture and
Garrote periodic damage ticks, whichhave a 75% chance to restore 10 Energy (thanks to
Venomous Wounds).
The faster you regenerate Energy, the more Combo Points you generate, andthe more casts of
Envenom with 5 Combo Points you can fit in your rotation.This maintains a virtuous circle, thanks to
Relentless Strikes, more Energy meansmore Combo Points, and more Combo Points means more Energy.
You should never be Energy capped (i.e., never let your Energy reach its maximum).If you find yourself at your maximum Energy, then you are losing DPS, because anyEnergy you generate is wasted.
Some abilities add one or several Combo Points on your target, up to a maximumof 5 Combo Points (10 with
Anticipation). Other abilities, calledFinishing Moves, consume up to 5 Combo Points on your target. The moreCombo Points a Finishing Move consumes, the more powerfulits effect is. Your Combo Point generation is increased by
Seal Fate, which causes your critical hits with
Mutilate and
Dispatch to add an additional Combo Point on your target.
In a similar fashion as with Energy, you should never waste Combo Points byforgetting to spend them when you are at the maximum.
Anticipation givesyou extra storage room for Combo Points, which makes Combo Point managementmuch easier (hence why this talent is so great). The implication of Anticipationis that you will never want to cast
Mutilate after 3 stacks ofAnticipation or
Dispatch after 4 stacks of Anticipation (because of thepotential extra Combo Point from
Seal Fate). When playing withoutAnticipation, you can however let this extra Combo Point be lost andcast Mutilate at 3 Combo Points. Never use it at 4 Combo Points though.
5.2. Envenom and Energy Pooling
Envenom is your hardest hitting ability. It also givesyou a temporary buff that increases your chance to apply your Poisonby 15% for 1 second plus an additional second per Combo Point used.
In order to maximise your DPS, you need always delay
Envenom sothat it does not override (clip) your previous
Envenom buff(if it is still running). Doing so has two beneficial consequences.
- Not clipping Envenom results in a higher uptime on your
Envenombuff.
- While you wait for your previous buff of
Envenom to drop, your Energywill pool, and you will be able to perform more casts of
Mutilate and
Dispatch after re-applying your
Envenom buff. This will resultsin more poison applications and thus more damage.
Note that the
Envenom buffis applied on you before Envenom deals its damage, thereforeEnvenom will always benefit from its own buff, even it misses your targetor if it is parried or dodged.
Clipping
Envenom is not always a DPS loss.
- When there is less than 1 second remaining on your current
Envenom buff.In this case, the time remaining on your former Envenom buff will be added into yournew Envenom buff.
- When your Energy regeneration is high enough that you will be Energy capped ifyou do not clip
Envenom. Being Energy capped is a much higher DPS loss thanclipping Envenom. This happens mostly when you benefit from haste buffs such as
Bloodlust,
Heroism, or
Time Warp, trinket procs or set bonuses(e.g.,
Shadow Blades with the
Rogue T15 4P Bonus).
Pooling Energy is also useful in other situations than
Envenommanagement, for example when you expect a damage increase (trinket procs,cooldowns, encounter-specific buff, etc.). The idea is that pooling Energyis not a magical DPS gain by itself. It allows you to slightly adjust thetiming of your abilities so that you fit more attacks during periods ofincreased damage (provided you can properly identify when such periodsare going to come).
5.3. Rupture, Garrote, and Venomous Wounds
The DoTs left by
Rupture and
Garrote do not deal much damage bythemselves, but, thanks to
Venomous Wounds, each tick has a 75% chance todeal additional Nature damage (shown as Venomous Wounds in yourcombat logs) and to make you regain 10 Energy.
Venomous Wounds is the reason why you want to maintain
Ruptureon your target.
Garrote should never be used, even on the pull. Indeed,Rupture ticks every 2 seconds, while Garrote ticks every 3 seconds, making Rupturethe better choice when it comes to triggering Venomous Wounds.
Rupture takes a snapshot of your stats at the momentyou apply it on your target. This means that if you benefit from a largetrinket proc when you apply Rupture, then all subsequent ticks of Ruptures (untilthe next refresh) will benefit from that large trinket proc, even after it expires.
Rupture interacts dynamically with your target's debuffs. This means that ifyou cast
Vendetta halfway through a Rupture, then only the ticks following theapplication of Vendetta will benefit from the 25% increased damage. Similarly, if youcast Rupture on your target a few seconds before Vendetta finishes, then only the firstfew ticks of Rupture will benefit from the increased damage.
5.4. Dispatch and Blindside
When your target is below 35% health,
Dispatch becomesavailable and it replaces
Mutilate as your Combo Pointbuilder. Dispatch costs almost twice less Energy thanMutilate, gives less Combo Points, and does slightly more damage.
When you are using
Mutilate,
Blindsidegrants you a 30% chance per hit to trigger an Energy-free
Dispatchthat you can use even if the target is above 35 health.
You need to watchout for procs of
Blindside, so that you never cast
Mutilatebefore first consuming your Blindside proc with
Dispatch(otherwise, you run the risk of wasting the proc, by overriding itwith a new proc). If you have to choose between
Dispatch and aFinishing Move, cast your Finishing Move first.
5.5. Applying and refreshing Slice and Dice
Whenever you have to apply
Slice and Dice, do not bother doing it with5 Combo Points. Indeed, thanks to
Cut to the Chase,
Envenom will alwaysrefresh your Slice and Dice to a 5 Combo Point duration. This is true regardlessof how many Combo Points you had applied Slice and Dice with in the first placeand regardless of how many Combo Points you use on Envenom. As a result, it issuboptimal to apply Slice and Dice with a high number of Combo Points, as you wouldbe essentially wasting Combo Points.
If your
Slice and Dice ever drops, re-apply it as soon as possible.
5.6. Opening Sequence
There are several possible opening sequences for Assassination and none has beenproven to be significantly better than the others, in terms of final DPS output.The opening sequence that we present you below is the one our reviewer uses.
- Before the pull, use
Tricks of the Trade on your Tricks of the Trade target (see next section).
- 1 second before the pull, use your
Virmen's Bite potion and get in Stealth.
- When the boss is pulled:
Shadowstep it if the boss is far away, if you have picked this talent, and if you will not need it in the next 24 seconds;
Sprint to reach the boss if it is far away and you cannot use Shadowstep;
- otherwise, simply run to the boss and continue your opening sequence.
- Cast
Mutilate to get out of Stealth.
- Cast
Slice and Dice immediately.
- Cast
Dispatch, if Mutilate gave you a
Blindside proc.
Mutilate your way to 6 Combo Points, consuming every
Blindside proc (if you reach exactly 5 Combo Point and have a Blindside proc, do not consume it yet).
- Cast
Rupture.
- Cast
Dispatch, if you have 0 Combo Point and a
Blindside proc.
- Cast
Envenom with 1 Combo Point to refresh
Slice and Dice.
- Cast
Vendetta.
- Cast
Shadow Blades.
- Start your rotation.
5.7. Tricks of the Trade
Tricks of the Trade was originally designed to be cast on tanks in order to helpthem 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 bestDPS players in order to increase their damage done. Indeed, Tricks of the Tradeprovides a 15% DPS increase on its target for 6 seconds, on a 30-second cooldown.
Tricks of the Trade costs 15 Energy to cast, but is not on the GlobalCooldown. The damage bonus that it grants to your target is so beneficialto your raid that you should never refrain from sacrificing 15 Energy for it.
Glyph of Tricks of the Trade should never be used, as it removes thedamage increase. Regarding usage of Tricks of the Trade, you shouldalways cast it on cooldown, unless your target asks for it to beslightly delayed (to line it up with cooldowns, for example).
Since
Tricks of the Trade is off the global cooldown, you shouldcast it together with
Vanish in order to reduce its Energy cost by 75%every 2 minutes (because of
Shadow Focus).You can also cast it on the tank before the pull, as you havea 20-second window to make your first attack and proc its effect (which willincrease the threat generation of the tank). After the pull,you should start using Tricks of the Trade on a DPS player.
Tricks of the Trade does not stack with itself: someone gettingtwo Tricks of the Trade simultaneously from two Rogues will only benefit fromone and the second one will be wasted.
Please refer to our Macros andAddons page for a
Tricks of the Trade macro.
5.7.1. Picking your Tricks of the Trade Target
There are a few things to know in order to properly pick your main
Tricks of the Trade target.
- Avoid players that rely on their pet's DPS, such as Frost Mages or Beast Mastery Hunters.
- Avoid players that massively rely on DoTs, such as Warlocks or Balance/Feral Druids.
- Avoid players that have damage-increasing buffs, such as Retribution Paladins, Arcane Mages,or Warriors. Tricks of the Trade does not stack with those buffs.
- Prefer players with a relatively constant damage output, such as Rogues.
Our advice is to have a main
Tricks of the Trade target that your castswill default to and a secondary target that can sometimes ask you to buffthem before they are about to do a lot of burst damage (e.g., at the beginning of the fight).
5.8. Swapping Target and Redirect
Swapping target has never been as easier as it currently is. Indeed, youonly need two things on your new target to start dealing damage as if youhad stayed on your former target:
Deadly Poison, which will be applied pretty much instantly;
Rupture, which can be cast with any amount of Combo Points.
Redirect helps with target swapping because it transfers your existingCombo Points to your new target.
Also, when an enemy dies, your unused Combo Points remain on it, which means that you cantransfer them through
Redirect. This is very useful for transferringCombo Points from a dead trash mob to the boss prior to the pull.
5.9. Survival Cooldowns
One of the greatest strengths of Rogues is their survivability, which theyowe to a large number of powerful survival cooldowns.
Feint (with
Glyph of Feint) reduces your damage taken from AoEattacks by 50% for 7 seconds. With the Tier 3 talent
Elusiveness, damagetaken from AoE attacks is reduced by 65% and damage taken from all other typesof damage attacks is reduced by 30%. Feint has a very low Energy cost andhas no cooldown, which makes it your primary survival tool (as you can use itwhenever you need).
Cloak of Shadows removes all harmful spell effects on you and makesyou resist all spells for 5 seconds, on a 1-minute cooldown. This 5-secondwindow consists of 2 seconds of immunity against spells (both damageand application of harmful effects) followed by 3 seconds during whichspells will miss you. Some fight mechanics can only be bypassed during thefirst two seconds (e.g.,
Ionization againstJin'rokh the Breaker in Heroic mode).
Evasion increases your dodge chance by 100% for 10 seconds, on a2-minute cooldown. It should be used whenever you receive physical damage thatcan be dodged (e.g., Ji-Kun's
Quills orSha of Fear's
Death Blossom) orwhen you have to tank an add. The cooldown of
Evasion can be reset with
Preparation.
Combat Readiness causes you to take 50% less damage from melee attacks.The damage reduction builds up gradually by stacks of 10%, until you have 5 stacks.Each enemy hit grants you a stack. The effect lasts 20 seconds, but it is removedafter 10 seconds without receiving melee attacks.
Growl (given by Druids through
Symbiosis) increases yourarmor by 330%, your stamina by 20% and renders you immune to critical attacks for30 seconds, on a 3-minutes cooldown. In addition, it makes you taunt your target,but this effect rarely works against raid bosses.
Smoke Bomb reduces damage taken by your raid by 20% on a 8 yard radiusduring 5 seconds (7 seconds with
Glyph of Smoke Bomb). It is the only raidcooldown you have. You can use Smoke Bomb to force ranged enemies to come to meleerange or to prevent those inside the smoke to be targeted by mechanics.
6. Changelog↑top
- 21 May 2013: Improved opening sequence.
- 10 Sep. 2013: Patch 5.4 update.
Evasion now lasts 10 seconds (down from 15), its effectiveness is 100% (up from 50%), and its cooldown is 2 minutes (down from 3).
- 22 Jun. 2013: Improved section about pooling Energy.
- 20 May 2013: Patch 5.3 update: nothing to change.
- 20 May 2013: Dryaan's second review of the guide.
- Numerous improvements to nearly all the sections of the guides (rotations, poisons, Energy, Envenom, Venomous Wounds, etc.)
- 25 Apr. 2013: Improved section about Envenom and Energy pooling.
- 19 Mar. 2013: Improved the section on the interaction of
Venomous Wounds,
Rupture, and
Garrote.
- 19 Mar. 2013: Improved AoE rotation.
- 11 Mar. 2013: Patch 5.2 update.
- Updated mention of
Preparation being a Tier 4 talent (it is now baseline).
- Added a mention of
Marked for Death in the multiple-target rotation section.
- Added a mention that using
Ambush to get out of Stealth is the best option,when
Cloak and Dagger is talented.