Tier 0
Relentless Strikes
Ranks: 5
Effect: Your finishing moves have a (4%/8%/12%/16%/20%) chance per combo point to restore 25 energy.
Though expensive to maximize, its place as a Tier 0 talent gives it a little worth with that little bit of energy to get you started on your next combo. Sink points into this if you can't think of any other talents to take.
Master of Deception
Ranks: 3
Effect: Reduces chance enemies have to detect you while in Stealth mode. Effect increases per rank.
If you're focused on Subtlety, a point or two in this talent wouldn't hurt to lower the enemy's detection, but don't go too far with this. This can be useful in getting through dungeons or past crowds to sap them for crowd control. Stick with the other talents if you're more focused against players, though.
Opportunity
Ranks: 2
Effect: Increases damage dealt with Backstab, Mutilate, Garrote, and Ambush by (10%/20%).
Mix this talent with a few others to maximize the damage of Mutilate and Backstab, but only use this as a point sink if you can't find anything else to take you further into Subtlety.
Tier 1
Sleight of Hand
Ranks: 2
Effect: Reduces chance of receiving a critical hit by (1%/2%). Increases threat reduction of Feint by (10%/20%).
Two points is cheap, but choosing between this and Dirty Tricks depend on whether you want to improve your stunlock or survive longer in combat. I wouldn't count on the threat reduction if you know how to control how much you generate.
Dirty Tricks
Ranks: 2
Effect: Increases range of Blind and Sap by (2/5) yards. Reduces Blind and Sap's energy cost by (25%/50%)
Blind and Sap have some hefty energy costs for their effects, but I would get this talent for Sap's boosts. The energy cost reduction from Sap with his talent alone gives it the energy efficiency it's desperately needed.
Camouflage
Ranks: 3
Effect: Increases speed while stealthed by (5%/10%/15%). Reduces Stealth's cooldown by (2/4/6) seconds
If you're going to go down the Subtlety path, take this talent. If you're not doing it for the movement speed boost, do it for the reduced stealth cooldown. The sooner you can enter stealth, the sooner you can bring out another opening move.
It's moments like these that make you glad to be a Rogue. Personally, I'd rather use a cardboard box for sneaking.
Tier 2
Elusiveness
Ranks: 2
Effect: Reduces cooldown of Vanish and Blind by (30/60) seconds. Reduces cooldown of Cloak of Shadows by (15/30) seconds.
Save this skill as a talent point sink if you can't find anything else. While Cloak of Shadows will save you from tons of spells, Blind will buy you time and Vanish can give you a second opening shot or the chance to run away, all three skills shouldn't be heavily relied on in such a way that you wait a few minutes before using them again in the same fight.
Ghostly Strike
Ranks: 1
Effect: Deals 125% weapon damage. Increases chance to dodge by 15%.
Energy Required: 40
Dodge Duration: 7 seconds
Cooldown: 20 seconds
Requirement: Melee weapon
Gaining a skill for just one point isn't so bad. When combined with Evasion, that's a maximum of 65% added to your dodge, possibly raising your total dodge to 100%. The combo is excellent against other melee-reliant classes and monsters but take care against skills that can activate with a dodge.
Serrated Blades
Ranks: 3
Effect: Your attacks ignore armor. Damage dealt by Rupture is increased by (10%/20%/30%).
Against players with higher-tiered armor, there won't be much of a damage difference with the armor reduction. The Rupture bonus is decent, but the only reason you should put points into this is if you're going for Hemorrhage.
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