Assassination, Combat and Subtlety: 51 points, one a level from 10 to 60.
Points left51 / 51
Required level—
Trees0 / 0 / 0
10 same · 6 not in Forever
Assassination0
Increases the duration of your Gouge ability by 0.5 sec. Classic: Effect changed, Moved from Combat, Tier 1. Enter to learn.
After killing a non-trivial enemy, gives you a 20% increased critical strike chance on your next Sinister Strike, Backstab, Ambush, Mutilate, or Ghostly Strike. Lasts 20 sec. Classic: Effect changed. Enter to learn.
Increases your critical strike chance with all attacks and Poisons by 1%. Classic: Effect changed. Enter to learn.
Requires 5 points in Assassination. Gives your finishing moves a 20% chance to add a Combo Point to your target.
Requires 5 points in Assassination. Increases all damage dealt by 2% against Humanoid and Giant targets. Classic: Effect changed.
Requires 5 points in Assassination. Increases the duration of your Slice and Dice ability by 15%.
Requires 10 points in Assassination. Your finishing moves have a 20% chance per Combo Point to restore 25 Energy.
Requires 10 points in Assassination. Reduces the Energy cost of your Expose Armor ability by 5, and refunds 1 Combo Point when cast with 5 Combo Points. Classic: Effect changed.
Requires 10 points in Assassination. Requires 5 points in Malice. Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike, and Hemorrhage abilities by 4%. Classic: Effect changed.
Requires 15 points in Assassination. Increases the damage dealt by your poisons by 4% and gives your poisons an additional 8% chance to resist dispel effects. Classic: Moved from column 2.
Requires 15 points in Assassination. When activated, increases the critical strike chance of your next Sinister Strike, Backstab, Ambush, Eviscerate, or Mutilate by 100%. Classic: Effect changed, Moved from Tier 5.
Requires 15 points in Assassination. Increases the chance to apply Poisons to your target by 2%, and gives Poison applications a 10% chance to not consume a charge. Classic: Effect changed.
Requires 20 points in Assassination. Increases your maximum Energy by 5. Classic: Ranks 1 → 2, Numbers changed, Moved from Tier 7.
Requires 20 points in Assassination. Instantly attacks with both weapons for 75% weapon damage plus an additional 17 with each weapon. Damage increased by 20% against Poisoned targets. Awards 2 Combo Points.
Requires 20 points in Assassination. Enemies Stunned by your Kidney Shot ability take 5% increased damage from your poisons and attacks. Classic: Ranks 3 → 2, Effect changed.
Requires 25 points in Assassination. Your critical strikes from abilities that add Combo Points have a 20% chance to add an additional Combo Point. Classic: Required Cold Blood, Moved from column 2.
Requires 30 points in Assassination. Requires 1 point in Mutilate. Requires 1 point in Mutilate, Improved Kidney Shot or Vigor. Finishing move that increases the damage of your Poisons by 30% and your chance to apply Poisons by 10%. Lasts longer per combo point:
1 point : 9 seconds
2 points: 12 seconds
3 points: 15 seconds
4 points: 18 seconds
5 points: 21 seconds.
Combat0
Increases the damage done by your Eviscerate ability by 7%. Classic: Numbers changed, Moved from Assassination, Tier 1. Enter to learn.
Reduces the Energy cost of your Sinister Strike ability by 3. Enter to learn.
Increases your Dodge chance by 1%. Enter to learn.
Requires 5 points in Combat. Increases the critical strike chance of your Backstab by 10% and your Mutilate by 5%, and gives Backstab a 15% chance to add an additional Combo Point. Classic: Was “Improved Backstab”, Effect changed.
Requires 5 points in Combat. Increases your Parry chance by 2%. Classic: Ranks 5 → 3, Numbers changed.
Requires 5 points in Combat. Improves your chance to hit by 1%. Classic: Ranks 5 → 3, Effect changed.
Requires 10 points in Combat. Reduces the cooldown of your Sprint and Evasion abilities by 30%. Classic: Effect changed.
Requires 10 points in Combat. Requires 3 points in Deflection. A strike that becomes active after parrying an opponent's attack. This attack deals 150% weapon damage and disarms the target for 6 sec.
Requires 10 points in Combat. Gives a 50% chance to remove all movement impairing effects when you activate your Sprint ability.
Requires 15 points in Combat. Gives your Kick ability a 50% chance to Silence the target for 2 sec.
Requires 15 points in Combat. Reduces the Energy cost of your Eviscerate ability by 10.
Requires 15 points in Combat. Requires 3 points in Precision. Increases the damage done by your off-hand weapon by 5%. Classic: Effect changed.
Requires 20 points in Combat. Increases your melee attack speed by 20% and your melee attacks strike an additional nearby opponent. Lasts 15 sec. Classic: Effect changed.
Requires 20 points in Combat. Gives your melee weapon attacks a benefit depending on the weapon.
Axe/Sword: Your successful melee attacks have a 1% chance to trigger an extra attack on the target.
Dagger/Fist: Increases your critical strike chance by 1%.
Mace: Your attacks ignore 3% of your target's armor. Classic: Was “Sword Specialization”, Effect changed.
Requires 25 points in Combat. Requires 1 point in Blade Flurry. Reduces the chance for your attacks to be Dodged or Parried by 1%. Classic: Effect changed.
Requires 25 points in Combat. Increases the damage of your Sinister Strike, Backstab, and Eviscerate abilities by 2%. Classic: Effect changed.
Requires 30 points in Combat. Increases your Energy regeneration rate by 100% for 15 sec.
Not in Forever (3)
Dagger SpecializationTier 4 · 5 ranksClassic, rank 5 of 5: Increases your chance to get a critical strike with Daggers by 5%.
Mace SpecializationTier 5 · 5 ranksClassic, rank 5 of 5: Increases your skill with Maces by 5, and gives you a 6% chance to stun your target for 3 sec with a mace.
Fist Weapon SpecializationTier 5 · 5 ranksClassic, rank 5 of 5: Increases your chance to get a critical strike with Fist Weapons by 5%.
Subtlety0
Reduces your speed penalty from your Stealth ability by 3% and reduces its cooldown by 2 sec. Classic: Effect changed, Moved from Tier 2. Enter to learn.
Reduces the chance enemies have to detect you while in Stealth mode as if you were 1 level higher. Classic: Ranks 5 → 3, Effect changed. Enter to learn.
Increases the damage dealt by your Backstab, Garrote, Ambush, and Mutilate abilities by 5%. Classic: Ranks 5 → 2, Effect changed. Enter to learn.
Requires 5 points in Subtlety. Gives you a 33% chance to add a Combo Point to your target after Dodging an attack or fully resisting a spell. Classic: Effect changed, Moved from Tier 4.
Requires 5 points in Subtlety. Reduces the cooldown of your Vanish and Blind abilities by 45 sec. Classic: Effect changed.
Requires 5 points in Subtlety. Reduces the Energy cost of your Sap and Blind abilities by 25%.
Requires 5 points in Subtlety. Increases the critical strike chance of your Ambush ability by 15%. Classic: Moved from Tier 3.
Requires 10 points in Subtlety. Gives you a 33% chance to add an additional combo point to your target when using your Ambush, Garrote, or Cheap Shot ability. Classic: Numbers changed.
Requires 10 points in Subtlety. A strike that deals 125% (180% if a Dagger is equipped in your Main Hand) weapon damage and increases your chance to dodge by 15% for 7 sec. Awards 1 combo point. Classic: Effect changed.
Requires 10 points in Subtlety. Increases the radius of your Distract ability by 3 yds, and further reduces the Stealth detection of distracted enemies as though they were an additional 1 level lower.
Requires 15 points in Subtlety. Increases your Stealth detection as if you were 1 level higher and reduces your chance to be hit by spells and ranged attacks by 2%. Classic: Effect changed, Moved from Tier 5.
Requires 15 points in Subtlety. Adds 2 Combo Points to your target. You must add to or use those combo points within 20 sec or the combo points are lost. Classic: Effect changed, Required Preparation, Moved from Tier 7.
Requires 15 points in Subtlety. Causes your attacks to ignore 3% of your target's Armor and increases the damage dealt by your Rupture ability by 10%. Classic: Effect changed.
Requires 20 points in Subtlety. Reduces the Energy cost of your Cheap Shot and Garrote abilities by 10, and your Garrote ability no longer requires you to be behind your target. Classic: Effect changed, Moved from column 3.
Requires 20 points in Subtlety. When activated, this ability immediately finishes the cooldown on your other Rogue abilities.
Requires 20 points in Subtlety. Requires 3 points in Serrated Blades. An instant strike that deals 100% weapon damage (145% if a Dagger is equipped) and causes the target to take 15% increased Rupture damage from the Rogue. Lasts 15 sec. Awards 1 Combo Point. Classic: Effect changed, Moved from column 4.
Requires 25 points in Subtlety. Requires 2 points in Dirty Deeds. Your Sinister Strike, Ghostly Strike, and Hemorrhage abilities cause 2% more damage against targets below 35% health.
Requires 25 points in Subtlety. Your Backstab has a 3% chance to cause your next Ambush within 10 sec to not require Stealth.
Requires 30 points in Subtlety. Requires 1 point in Preparation. When your Rupture ability deals periodic damage, the Energy cost of your next Hemorrhage or Backstab ability within 10 sec is reduced by 3, stacking up to 5 times.
Not in Forever (3)
Sleight of HandTier 2 · 2 ranksClassic, rank 2 of 2: Reduces the chance you are critically hit by melee and ranged attacks by 2% and increases the threat reduction of your Feint ability by 20%.
Improved SapTier 4 · 3 ranksClassic, rank 3 of 3: Gives you a 90% chance to return to stealth mode after using your Sap ability.
DeadlinessTier 6 · 5 ranksClassic, rank 5 of 5: Increases your Attack Power by 10%.
Click a talent to learn a rank · Right-click or Shift-click to unlearn · Keyboard: Enter / Backspace