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RogueSubtletyDPSDungeon levelingLevels 40–60

Control Group 5-man: Subtlety Rogue Sap, Blind and Hemorrhage talents (levels 40–60)

TheorycraftUpdated Oct 24, 2026

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Published Sep 15, 2026 · 455 views

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Subtlety Rogue build for control group dungeon leveling from 40 to 60: Master of Deception and Dirty Tricks for safe saps, Elusiveness and Preparation for Blind, Hemorrhage and Thousand Cuts at 40, Improved Kick from Combat.

Suggested group

Pick a group member to see their talents and when to learn each point.

Subtlety Rogue talents

The build this guide is about. Rogue leveling

0 / 20 / 3151 of 51 points · level 60Open in calculator

Assassination0 pts

Hover or tap a talent to see what it does.

Talent order by level

One talent point per level, starting at level 10. Spend them in this order as you level.

  1. 1.Master of Deception1/3Lv 10
  2. 2.Master of Deception2/3Lv 11
  3. 3.Master of Deception3/3Lv 12
  4. 4.Opportunity1/2Lv 13
  5. 5.Opportunity2/2Lv 14
  6. 6.Elusiveness1/2Lv 15
  7. 7.Elusiveness2/2Lv 16
  8. 8.Dirty Tricks1/2Lv 17
  9. 9.Dirty Tricks2/2Lv 18
  10. 10.Setup1/3Lv 19
  11. 11.Ghostly Strike1/1Lv 20
  12. 12.Initiative1/3Lv 21
  13. 13.Initiative2/3Lv 22
  14. 14.Initiative3/3Lv 23
  15. 15.Camouflage1/5Lv 24
  16. 16.Serrated Blades1/3Lv 25
  17. 17.Serrated Blades2/3Lv 26
  18. 18.Serrated Blades3/3Lv 27
  19. 19.Premeditation1/1Lv 28
  20. 20.Heightened Senses1/2Lv 29
  21. 21.Preparation1/1Lv 30
  22. 22.Hemorrhage1/1Lv 31
  23. 23.Dirty Deeds1/2Lv 32
  24. 24.Dirty Deeds2/2Lv 33
  25. 25.Heightened Senses2/2Lv 34
  26. 26.Quietus1/5Lv 35
  27. 27.Quietus2/5Lv 36
  28. 28.Quietus3/5Lv 37
  29. 29.Quietus4/5Lv 38
  30. 30.Quietus5/5Lv 39
  31. 31.Thousand Cuts1/1Lv 40
  32. 32.Improved Eviscerate1/3Lv 41
  33. 33.Improved Eviscerate2/3Lv 42
  34. 34.Improved Eviscerate3/3Lv 43
  35. 35.Lightning Reflexes1/5Lv 44
  36. 36.Lightning Reflexes2/5Lv 45
  37. 37.Precision1/3Lv 46
  38. 38.Precision2/3Lv 47
  39. 39.Precision3/3Lv 48
  40. 40.Deflection1/3Lv 49
  41. 41.Deflection2/3Lv 50
  42. 42.Deflection3/3Lv 51
  43. 43.Endurance1/2Lv 52
  44. 44.Endurance2/2Lv 53
  45. 45.Improved Sprint1/2Lv 54
  46. 46.Improved Sprint2/2Lv 55
  47. 47.Improved Kick1/2Lv 56
  48. 48.Improved Kick2/2Lv 57
  49. 49.Dual Wield Specialization1/5Lv 58
  50. 50.Dual Wield Specialization2/5Lv 59
  51. 51.Dual Wield Specialization3/5Lv 60

Experience changes that affect this route

The beta changed the leveling maths twice in October, so advice written in September no longer holds. Each entry is what Blizzard wrote, with our reading of it marked separately. Last change .

  1. Dungeon kill experience was being paid at the group's highest level, fixed October 8Live in a build

    Aggrend confirmed that experience per kill inside a dungeon was calculated from the highest-level character in the group instead of your own. His example: a level 20 in the Deadmines with four other level 20s and one level 25 earns very little per kill. The October 8 build fixed it, so kill experience uses your own level against the mob's. A party member far above the mob's level still means no one gets experience.

    What it means for your route: Every XP-per-hour number testers posted from a mixed-level group before October 8 was measuring this bug as well as the nerf, so treat those older dungeon-speed claims as unusable.

    Source: Blizzard Entertainment · The bug and the fix

  2. Base kill experience in dungeons goes up about 20%Live in a build

    Shipped in the October 8 build alongside the bug fix. Blizzard says the two together should make dungeon runs feel better and more even.

    What it means for your route: Trash pulls pay more than they did, which favours full clears over quest-only runs that skip packs.

    Source: Blizzard Entertainment · The bug and the fix

  3. The target is parity with questing, not Classic Era dungeon speedAnnounced, not in a build yet

    Blizzard's stated aim: after these changes, perfect experience-per-hour dungeon play should land very close to, if not equal to, optimal questing. It also said dungeon experience will not return to Classic Era levels, because dungeon spam being the optimal path fails its design pillars.

    What it means for your route: Plan a mixed route. Dungeons are for the levels where an instance sits on your path and the group is close to your level; questing carries the levels in between. A pure dungeon run to 60 is being balanced out of the game on purpose.

    Source: Blizzard Entertainment (Aggrend) · Blizzard's reasoning

  4. Dungeon quests give 50% less bonus experienceLive in a build

    In the level 30 build Blizzard cut the extra experience dungeon quests award beyond normal quest values by half, and recalibrated some quest rewards. Normal quest experience and experience from killing things in a dungeon were not touched.

    What it means for your route: Chaining dungeon quests is still worth doing on the first run of an instance, but it no longer beats a good quest chain outside by the margin it did in September.

    Source: Blizzard Entertainment · What the level 30 build changed

Legacy Points while you level

Unconfirmed

Where to spend Rogue Legacy Points for dungeon leveling, in the order the points arrive. A character can spend 16, and an account can earn 65 at launch. Stop wherever your total is — the list is cumulative. Effects are quoted from the Beta client 1.60.1.70532 data.

  1. 1.

    Well Restedrank 1 · Adventure

    Your rested experience accumulates 4% faster and your rested experience cap is increased by 4%.

    Only one point here for now — it is the prerequisite for Talented, and rested experience is worth having while you are at it.

    1 point · 1/16
  2. 2.

    Talentedrank 5 · Adventure

    You gain talent points every level starting at level 5 instead of starting at level 10, but you still may not have more than 51 total talent points.

    The strongest leveling node in the tree: talent points from level 5 instead of 10, so you reach your first real build five levels sooner.

    5 points · 6/16
  3. 3.

    Reinforcerank 5 · Resourcefulness

    You take 40% less durability loss when you die.

    Wipes cost durability. This is the only node that makes dying cheaper.

    5 points · 11/16
  4. 4.

    The Quick and the Deadrank 2 · Resourcefulness

    Increases movement speed while dead by 10% and your helpful spells and abilities cost no resources for 2 min after being resurrected or until you enter combat.

    Faster corpse runs and free heals for two minutes after a resurrection — exactly the state you are in after a wipe.

    2 points · 13/16
  5. 5.

    Field Guiderank 2 · Adventure

    Reduces your cooldown on adding Camp features by 17%

    Your class buys no vendor reagents, so Reagent Economy would do nothing; these two points shorten the wait between camp features instead.

    2 points · 15/16
  6. 6.

    Gourmandrank 1 · Resourcefulness

    Increases the duration of beneficial effects from eating food by 33%.

    The last point. Longer food buffs are the only thing left that does anything between pulls.

    1 point · 16/16

What to skip, and why

  • Thrill of Adventure: The client says it is ineffective in dungeons, raids and battlegrounds — zero value in an instance.
  • Frequent Flier: Worth it if you fly between instances; skip it while the group finder is sending you straight in.
  • For Great Honor, Diplomat: PvP and reputation nodes, neither of which speeds up a dungeon run.

Variants

  • If you gather while you level, one or two points in Bountiful Harvest (20% more scarce materials per rank, Mining, Herbalism and Skinning) pay for your mounts; take them out of the last picks on this list.
  • Questing between runs? Thrill of Adventure works outdoors, so the solo plan on a solo leveling guide is the one to follow for those levels.
  • Your class buys no reagents, and Reagent Economy no longer makes camp features free, so it is left out of this plan.

Legacy values are datamined from the beta client and can change. Plan your own spread in the Legacy planner, see where points come from inLegacy Points, or read the Legacy system guide. The order above is our recommendation; the effects are game data.

Contents
  1. The group at a glance
  2. How the control group plays
  3. Your job as Subtlety Rogue
  4. Pull by pull
  5. Resources and cooldowns
  6. Mistakes that wipe the group
  7. Talent order by level
  8. Dungeons by level
  9. Where the group struggles for a Subtlety Rogue

The group at a glance

Control Group for levels 40–60: a Protection Warrior, a Subtlety Rogue, a Beast Mastery Hunter, a Survival Hunter and a Holy Priest.

The control group takes each elite pack apart before it fights: sap, trap, shackle and a pet off-tank, then one kill at a time. It is built for the elite dungeons of the 50s.

Role Spec Job in the pull
Tank Protection Warrior Holds skull, silences casters with Shield Bash
DPS Subtlety Rogue Saps first, Blind and Preparation for emergencies
DPS Beast Mastery Hunter Pet off-tanks a mob, pulls the trap target
DPS Survival Hunter Freezing Trap specialist, melee damage on skull
Healer Holy Priest Shackle Undead, heals the Warrior and pet

Every spec in the table links to its own guide with talents for that slot.

How the control group plays

  1. Mark every pull: skull is the kill target; the Rogue, the Survival Hunter and the Priest each claim a symbol.
  2. Control, then charge: sap, trap and shackle land first, the pet takes a mob, then the Warrior charges skull.
  3. No area damage: kill skull, then the pet’s mob, then the controlled mobs one by one.

Your job as Subtlety Rogue

Every pull starts with your Sap, so the plan fails if a mob sees you first. Subtlety is picked for exactly that. Master of Deception makes you harder to detect, which lets you walk up to level 55+ elites, Camouflage speeds you up in stealth, and Dirty Tricks makes Sap and Blind cheap. Sap only works on humanoids, which is why Blackrock Depths and Dire Maul suit you and why you check the pack before claiming a mark. After the sap you become the group’s second line of control. Elusiveness shortens Blind and Vanish, and Preparation resets them, so a mob that breaks loose can be blinded twice in one fight. Damage comes second: Hemorrhage builds combo points, while Serrated Blades and Thousand Cuts reward Rupture on long elites. Improved Kick from Combat adds a silence for casters the Warrior cannot reach.

Pull by pull

  • Stealth to the pack, look for patrols, then Sap your mark and call it.
  • Stay in stealth, Premeditation, and open on skull from behind once the Warrior holds it.
  • Hemorrhage to five combo points; Rupture on elites, Eviscerate on anything about to die.
  • Kick a caster that starts casting.
  • A mob breaks loose: Blind it. Preparation only if Blind is already on cooldown.
  • Skull dies: move to the pet’s mob, never the sapped one.

Resources and cooldowns

Energy is tight because Sap and Blind draw from the same bar as your damage. Dirty Tricks lowers both, but hold enough Energy for Blind until the pull has settled. Thousand Cuts makes Hemorrhage cheaper while Rupture ticks, so keep Rupture rolling on long fights. Preparation is your big cooldown: spend it only when two elites are loose. Vanish, shortened by Elusiveness, is for the moment a freed mob is killing the Priest.

Mistakes that wipe the group

  • Sapping near a patrol route: re-check for patrols right before the call.
  • Attacking the sapped mob when skull dies: go to the pet’s mob first.
  • Preparation on a routine pull: nothing is left when a trap breaks early.
  • Blind on a mob with your Rupture ticking: the bleed breaks Blind at once.

Talent order by level

One point per level from level 10. The talent tree above shows the finished level 60 build; use the level slider to see it at any level.

  • Levels 10–12 · Master of Deception 3/3 — First because every pull depends on a sap that lands unseen, even against level 55+ elites.
  • Levels 13–14 · Opportunity 2/2 — More Garrote and Ambush damage for the pull you open on skull instead of sapping.
  • Levels 15–16 · Elusiveness 2/2 — Blind and Vanish return 1.5 min sooner, so Blind is ready for most pulls.
  • Levels 17–18 · Dirty Tricks 2/2 — Sap and Blind cost less Energy, and you use both nearly every pull.
  • Level 19 · Setup 1/3 — Dodging a freed mob adds a combo point.
  • Level 20 · Ghostly Strike 1/1 — A builder with 15% dodge for 7 sec when a loose mob hits you.
  • Levels 21–23 · Initiative 3/3 — Extra combo points from Ambush, Garrote and Cheap Shot when you open.
  • Level 24 · Camouflage 1/5 — Faster stealth movement to reach the sap target, and a shorter Stealth cooldown between pulls.
  • Levels 25–27 · Serrated Blades 3/3 — Armor penetration and stronger Rupture, and the row before Hemorrhage.
  • Level 28 · Premeditation 1/1 — Two combo points right after the sap, before you open on skull.
  • Level 29 · Heightened Senses 1/2 — 4% less chance to be hit by spells and ranged attacks from the pack’s casters.
  • Level 30 · Preparation 1/1 — Resets Blind, Vanish and Kick: the cooldown for a pull with two elites loose.
  • Level 31 · Hemorrhage 1/1 — Your builder, and it raises your Rupture damage on the mark.
  • Levels 32–33 · Dirty Deeds 2/2 — Cheaper Cheap Shot and Garrote, and Garrote from any side.
  • Level 34 · Heightened Senses 2/2 — finish the talent.
  • Levels 35–39 · Quietus 5/5 — More Hemorrhage and Ghostly Strike damage on a mark below 35% health.
  • Level 40 · Thousand Cuts 1/1 — Rupture ticks cut Hemorrhage’s cost, so long elite fights stay affordable.
  • Levels 41–43 · Improved Eviscerate (Combat) 3/3 — Eviscerate finishes mobs that will not live through a Rupture.
  • Levels 44–45 · Lightning Reflexes (Combat) 2/5 — Dodge chance, and the path into Combat for Improved Kick.
  • Levels 46–48 · Precision (Combat) 3/3 — Hit chance; a missed Kick lets a cast through.
  • Levels 49–51 · Deflection (Combat) 3/3 — Parry for when a freed mob turns on you.
  • Levels 52–53 · Endurance (Combat) 2/2 — Evasion returns much sooner for broken-control pulls.
  • Levels 54–55 · Improved Sprint (Combat) 2/2 — Sprint clears slows so you can reach a runner or escape a freed mob.
  • Levels 56–57 · Improved Kick (Combat) 2/2 — Kick silences for 2 sec: your caster answer when Shield Bash is down.
  • Levels 58–60 · Dual Wield Specialization (Combat) 3/5 — More off-hand damage, the last points once the control talents are done.

Dungeons by level

Every WoW Forever dungeon that overlaps levels 40–60. Dungeons marked New were added in WoW Forever; the rest are the original Classic dungeons.

Levels Dungeon Notes
34–40 Scarlet Monastery Library Classic.
35–40 The Drowned City (New) Trolls, naga and pirates off the Stranglethorn coast.
37–43 Scarlet Monastery Armory Classic.
38–44 Razorfen Downs Classic.
39–45 Scarlet Monastery Cathedral Classic.
40–55 Krol’dok Stronghold (New) New in Forever.
44–50 Uldaman Classic.
45–51 Zul’Farrak Classic.
48–53 Alcaz Prison (New) New in Forever.
48–54 Maraudon Classic.
52–58 Sunken Temple Classic.
52–60 Blackrock Depths Classic.
55–60 Dire Maul East Classic.
55–60 Blackmaw Hold (New) New in Forever.
57–60 Lower Blackrock Spire Classic.
58–60 Dire Maul West Classic.
58–60 Scholomance Classic.
58–60 The Shapers Terrace (New) New in Forever.
59–60 Stratholme (Undead) Classic.
59–60 Stratholme (Live) Classic.
59–60 Dire Maul North Classic.

Practice in Scarlet Monastery Cathedral and Razorfen Downs. Blackrock Depths, Lower Blackrock Spire and Dire Maul reward it from 52; Stratholme adds undead to shackle. Check Alcaz Prison and The Shapers Terrace in the beta.

Where the group struggles for a Subtlety Rogue

  • Non-humanoid packs: Sap does nothing to undead, beasts or dragonkin. In Stratholme the Priest’s Shackle carries control and your Blind covers emergencies.
  • Slow trash: marking weak packs takes time. Sneak past them when the group agrees, or pull them in small pieces.
  • Patrols: one wandering mob ruins a planned pull. Watch the route before every Sap, not after.
  • Boss damage: Subtlety burst is modest. Rupture with Hemorrhage and Serrated Blades is your best contribution on a long boss.

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Feedback (2)

Notes badged Moderator or Admin come from the WoW Forever Builds team. They are editorial notes on the build, not reports from playing it.

  1. WFB_TheorycraftModeratorSep 16, 2026

    Master of Deception*3 is the load-bearing talent for the whole comp and not a damage pick: enemies detecting you as if you were three levels higher is what makes a sap safe on a level 55 and up elite, and every other part of the plan starts only after your sap lands. Elusiveness*2 and Preparation are the second layer, cutting Blind and Vanish cooldowns by 1.5 minutes and then resetting them outright. Hemorrhage and Serrated Blades*3 are your damage, and they sit after the control rows for exactly the right reason.

  2. WFB_EditorModeratorSep 16, 2026

    Two habits decide whether your saps hold. Re-check for patrols immediately before you call the sap, since a patrol wandering through is the one thing neither you nor the Hunters can plan around. And when skull dies, move to the pet's mob and not the sapped one, because the kill order exists so that crowd control is broken last and deliberately. Save Preparation for a pull that has genuinely gone wrong: spending it on a routine pack leaves you with nothing when a trap breaks early and two elites are loose at once.

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