Assassination Rogue Rotation and Priorities
This section of the Assassination Rogue guide provides an overview of all spec abilities, when and how to use them. This guide is written by
, a Rogue in SPK. You can watch Gray_Hound on
Rotation & Abilities
Macros & Addons
Assassination Rogue Basic Abilities
- Strikes your enemy, releasing the poison from inside the blades, leaving the target poisoned. Every time you apply a lethal poison in a target, it increases the damage done by
Generating Damage Abilities
- Throws daggers at all nearby targets, dealing low amounts of damage and applying your active poison.
- Strikes the enemy, dealing moderate amount of damage. Silences the target if used during
- Deals a small amount of damage.
Main Finishing Moves
- Deals moderate nature damage to the target and increases your poison application chance.
- Deals high damage over a large period of time.
- Marks an enemy, increasing the damage you deal to it and making it visible through concealment effects, like Invisibility or
- Provides a moment of immunity against magic effects, removing current effects in the process.
- Drink a potion that heals you for a large amount of your health.
- Increases your dodge chance for a moderate period of time.
- Reduces the damage received from Area of Effect abilities.
- Lethal Poison - Every attack has a chance to deal a moderate amount of damage over time. Reaplications deal small instant damage.
- Lethal Poison - Every attack has a chance to deal a small amount of damage instantly and reduce the healing received by the target.
- Non-Lethal Poison - Every attack has a chance to slow the enemy by a large amount for a brief amount of time.
- You have increased base movement speed and take less falling damage.
- Mastery increases the damage from your poisons.
- When generators critical strike, they generate an additional
- You gain energy each time you deal bleed damage to a poisoned target, plus, if an enemy dies with
, you receive all energy it would generate for the duration.
s the target, causing it to wander disoriented for a long period of time.
- Stuns the target for a brief period of time. Requires
- Throws a
ion, attracting attention of enemies for a moment.
- Interrupts the target's spell cast.
- Finishing move, stuns the target based on the amount of
- Unlocks locked chests and doors.
- Pick the target's pocket.
generator, deals a small amount of damage and applies both your poisons to the target.
- Incapacitates a target not in combat for long period of time.
- Teleport behind the target and gain a brief movement speed increase.
- Creates an area around you that
s all party and raid members for a short amount of time.
- Increases movement speed for a brief period of time.
- Redirects all threat generated to another ally for a long period of time.
- Enter in
, increasing movement speed and damage dealt. Must be used out of combat.
- Enter in a state of increased
for a moment and then enters
Important: it is assumed that you have either
or (if you talent it)
on as your Lethal Poison at all times.
from stealth. Refresh when
is at 6 or less seconds remaining,
at four or less combo points.
at five or more combo points. Refresh when
has 8 seconds or less remaining,
at five or more combo points, when you have 80 or more energy, the
buff is not up, and
(if you take it) has less than one second remaining. Clipping either buff is fine if you're in danger of energy capping however.
Cleave damage (damage to secondary targets)
Two Target Rotation: Maintain your regular rotation, but maintain a five combo point
and poison on each target.
Three Targets or More: Replace use of
, maintain Rupture on multiple targets, and weave
AoE Damage (damage to all targets)
In situations where you have 5+ targets that will not live for long, plan ahead of time, pool 5+ Combo Points and 80+ Energy, and use
, followed by
spam. Using this method, you can turn AOE damage into effective single target damage due to
granting an additional combo point for each mob your
If there are AoE situations with 5+ targets that will be alive for a significant amount of time, maintain the 3+ target rotation as described above.
T20 2P: Garrote's cost is reduced by 25 Energy and cooldown is reduced by 12 sec - easier to multi-target and cleave.
T20 4P: Garrote deals 60% increased damage.
T19 2P: Mutilate also causes the target to Bleed for 25% additional damage over 6 sec.
T19 4P: Envenom deals 8% additional damage per Bleed you have on the target.
into a quasi-burst dps cooldown.
(feet): For every 25 energy you spend, the remaining cooldown on
is reduced by 1 second.
(finger): All combo point generating abilities deal 15% additional Shadow damage to all targets within 15 yards in front of you.
(wrists): Your bleeds deal 40% additional damage to targets below 25% health.
: One of the strongest legendaries currently available, effective both in ST and AoE dps burst.
:Your attacks deal 30% additional damage as Physical damage to targets above 90% health.
:Kingsbane generates 40 Energy over 5 sec.
:Gain the Vigor talent.
Offensive Cooldowns (no talents)
is Assassination's primary DPS cooldown. You should use Vendetta on cooldown as much as possible. In Legion, with artifact traits, it has a 1.5 minute cooldown, is off the GCD, instantly refills your energy, and does additional damage over 20 seconds. During Vendetta, make you're mostly only attacking the target with the Vendetta debuff on it. Therefore, make sure if you're using it on an add, the add live longer than a few seconds, otherwise will effectively be wasting Vendetta. Furthermore, when possible line up your
with Vendetta so that they get the +30% damage bonus.
: Kingsbane is Assassination's artifact weapon ability. Kingsbane should be used on cooldown, if possible. When using it, it should be used immediately after
when your Envenom buff has 5+ seconds remaining. During the duration of the
debuff on the target, aim to have as close to 100% uptime on the
buff as possible, while maintaining priority on your bleeds.
: When taking the
becomes a cooldown that can empower your next
Defensive Cooldowns (no talents)
: Provides one second of magical immunity and four additional seconds where you resist all spells. Useful for surviving or avoiding magic based mechanics and damage.
: Not a cooldown, but for 20 energy and a global, you can mitigate 50% of all AoE damage for five seconds. Certain boss abilities are not considered AoE abilities.
: Spend some energy to regenerate 30% of your health over 6 seconds. Useful when having to survive for an extended amount of time without a healer.
: Lets you drop all threat and restealth. Can occasionally mitigate certain targeted boss abilities.
: People laugh at it, but talk to most Rogues, and the majority would tell you that they've progressed on a boss when the tanks died, but a rogue managed to
tank for a few seconds at least once or twice.
: Good for stunning a mob that you don't want casting, moving, or attacking while your group is burning it down.
: Similar purpose to
, however, it's only only usable while stealthed and doesn't cost Combo Points
: You run 70% faster for 8 seconds. It lets you…sprint from one point to another.
: Instantly teleports you behind your target, and grants a 70% sprint for 3 seconds. You are able to cast
on both enemies AND allies.
: Rogues' spell interrupt. Use to interrupt your target's spell cast.
: Use to redirect threat onto a friendly player. Great for casting on a tank on the prepull in order to give him a bit extra threat. Can also be used mid-pull on freshly spawned mobs so that they go to the tank instead of a healer.
: When used in conjunction with
, can be used to provide an additional niche stun or silence respectively.
is a pretty straight forward out of combat crowd control ability that can only be used from Stealth.
is an often understated ability. Distract is extremely useful for stopping a patrolling boss, mob, or pack of mobs from patrolling. This allows your group to get into a better position to engage the enemies, or even potentially a trash pack all together.
: Crippling Poison can act at a power snare tool for Rogues, due in part to 1) it being passively applied by your attacks 2) being able to spread on an AOE group easily because of
Be smart with stuns on priority kill targets. You stuns will not only keep a mob locked down, but also increase the damage done to them when running
to interrupt important spell casts in groups as much as possible. A good Kick can mean the difference between whether or not your group ends up wiping in a Mythic+ 5 man because a cast got off.
Make proper use of your Defensive Abilities, such as
, to maximize uptime and mitigate damage taken. These are what makes Rogues sometimes gamebreaking in Mythic progression, so learn to love these two abilities.
Use abilities like
to occasionally allow your group to skip mobs they don't have to kill.
to avoid potentially dangerous boss mechanics or to maximize your uptime in situations that requires lots of movement.
Solo'ing World Quest Tips and Tricks:
in order to keep your health bar in a nice spot.
Group World Quest Tips and Tricks:
assigned as your bodyguard/follower out in the world. Doing so gives you a three minute cooldown that deals up to 90% of the target's health in damage instantly. It's possible for
s to effectively solo Rare Elite World Quests that would normally require 3-5 people using this follower ability.
How to analyze logs and your performance:
Focus on mechanics/damage taken, first. Did you get hit by too many mechanics that could have been avoided? Did you die to something silly? Could you have have prevented a death by using one of your defensives?
Analyze your uptimes on these abilities, depending on talents:
. The higher the uptime on these abilities, the better.
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Final Fantasy XI
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