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RogueSubtletyDPSDungeon levelingLevels 40–60

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

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Published Sep 15, 2026 · updated Sep 15, 2026 · 2 views

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

Theorycrafted before the WoW Forever beta (September 17, 2026). The group plan follows how cleave groups played in Classic, the talents use the pre-release WoW Forever trees on this site, and ability levels quoted from Classic may differ in Forever. Expect updates once the beta is testable.

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 is built for the elite-heavy dungeons of the 50s, where one pack can hold a caster, a healer and two hard hitters. Instead of cleaving, it takes the pack apart before the fight starts: the Rogue saps one mob, a Hunter traps another, the Priest shackles an undead, and the Beast Mastery pet holds a fourth mob on its own. The Warrior then tanks what is left, and the group kills one mob at a time without ever fighting the whole pack.

Role Spec Job in the pull
Tank Protection Warrior Tanks the kill target, Shield Slam and Improved Shield Bash on casters
DPS Subtlety Rogue Sap before the pull, Blind and Preparation for emergencies, Hemorrhage damage
DPS Beast Mastery Hunter Pet holds a second mob with Intimidation, pulls the trap target, Bestial Wrath burst
DPS Survival Hunter Freezing Trap specialist with Clever Traps and Survivalist’s Discipline, melee damage
Healer Holy Priest Shackle Undead, heals the Warrior and the pet, Prayer of Mending

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

How the control group plays

  1. Plan every pull: mark the pack before anyone moves. Skull is the kill target, and each crowd control player takes a symbol for their mob.
  2. Crowd control first: the Rogue saps from stealth, the Survival Hunter sets Freezing Trap and the Beast Mastery Hunter pulls the trap target into it. The Holy Priest shackles an undead.
  3. Pull: the Warrior charges the kill target in Defensive Stance with Vanguard. The Beast Mastery pet takes the second mob with Intimidation and Growl.
  4. Kill in order: everyone attacks skull, then the pet’s mob, then the controlled mobs one by one. Nobody uses area damage.
  5. Emergencies: Blind with Elusiveness and Preparation, a second trap thanks to Survivalist’s Discipline, and Improved Shield Bash for a caster that breaks free.

Your job as Subtlety Rogue

You start every pull. Master of Deception lets you walk up to a pack without being seen, Dirty Tricks makes Sap and Blind cheap, and Elusiveness cuts Blind and Vanish cooldowns by 1.5 min. Preparation resets them when a pull goes wrong. Once the pull starts, you attack skull with Hemorrhage and Rupture, and Improved Kick silences casters.

Pull by pull

  • Stealth up to the pack and Sap your marked mob, then step back and call it.
  • Attack skull from behind once the Warrior has it.
  • Hemorrhage to five combo points, Rupture on mobs that live long, Eviscerate on the rest.
  • Kick a caster that starts casting.
  • Blind a mob that breaks loose; Preparation if Blind is already on cooldown.

Mistakes that wipe the group

  • Sapping a mob that stands next to a patrol: re-check for patrols before the call.
  • Attacking the sapped mob when skull dies: go to the pet’s mob first.
  • Using Preparation on a normal pull and having nothing left for a bad one.

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 — Enemies detect you as if you were 3 levels higher: safe saps on level 55+ mobs.
  • Levels 13–14 · Opportunity 2/2 — +10% Backstab, Garrote and Ambush damage.
  • Levels 15–16 · Elusiveness 2/2 — 1.5 min shorter Vanish and Blind cooldowns.
  • Levels 17–18 · Dirty Tricks 2/2 — 25% cheaper Sap and Blind.
  • Level 19 · Setup 1/3 — A combo point when you dodge.
  • Level 20 · Ghostly Strike 1/1 — A combo point attack that adds 15% dodge for 7 sec.
  • Levels 21–23 · Initiative 3/3 — Extra combo points from Ambush, Garrote and Cheap Shot.
  • Level 24 · Camouflage 1/5 — Faster movement in stealth and a shorter Stealth cooldown.
  • Levels 25–27 · Serrated Blades 3/3 — Ignore 9% armor and +30% Rupture damage; required for Hemorrhage.
  • Level 28 · Premeditation 1/1 — Two combo points before you open.
  • Level 29 · Heightened Senses 1/2 — Better stealth detection and 4% less chance to be hit by spells and ranged attacks.
  • Level 30 · Preparation 1/1 — Resets your other Rogue cooldowns: a second Blind, Vanish or Kick.
  • Level 31 · Hemorrhage 1/1 — Your combo point builder, and the target takes 15% more Rupture damage.
  • Levels 32–33 · Dirty Deeds 2/2 — Cheaper Cheap Shot and Garrote.
  • Level 34 · Heightened Senses 2/2 — finish the talent.
  • Levels 35–39 · Quietus 5/5 — +10% Ghostly Strike and Hemorrhage damage below 35% health.
  • Level 40 · Thousand Cuts 1/1 — Rupture ticks make your next Hemorrhage cheaper.
  • Levels 41–43 · Improved Eviscerate (Combat) 3/3 — +21% Eviscerate damage.
  • Levels 44–45 · Lightning Reflexes (Combat) 2/5 — +Dodge, and opens the Combat tree.
  • Levels 46–48 · Precision (Combat) 3/3 — +3% hit.
  • Levels 49–51 · Deflection (Combat) 3/3 — +6% parry.
  • Levels 52–53 · Endurance (Combat) 2/2 — 60% shorter Sprint and Evasion cooldowns.
  • Levels 54–55 · Improved Sprint (Combat) 2/2 — Sprint removes slows.
  • Levels 56–57 · Improved Kick (Combat) 2/2 — Kick also silences for 2 sec.
  • Levels 58–60 · Dual Wield Specialization (Combat) 3/5 — +15% off-hand damage.

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

Scarlet Monastery Cathedral and Razorfen Downs at 39–45 are good for learning the marks. The group shines in Blackrock Depths, Lower Blackrock Spire and Dire Maul from 52 onwards, where packs of elite humanoids and dragonkin punish area damage groups. Stratholme and Scholomance at 58–60 add plenty of undead for Shackle Undead. The new Alcaz Prison (48–53) and The Shapers Terrace (58–60) are worth checking in the beta for pack composition before you commit a run.

Where the group struggles

  • Slow on trash: large packs of weak mobs take a long time. Pull them in small pieces or skip them.
  • Immune mobs: Sap only works on humanoids, Shackle only on undead, and some elites cannot be trapped or stunned. Check before you plan the pull.
  • Communication: one player who breaks crowd control with an attack turns a safe pull into a wipe. Marks and a short call before each pull are mandatory.

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