Subtlety is a builder-and-finisher rotation with two things to keep running: Slice and Dice on you and Rupture on the boss. Energy is what runs out, and nearly every press between finishers is Hemorrhage.
The pull
The sims start out of Stealth with full Energy and no combo points, and spend most of their cooldowns in the opening seconds:
Hemorrhage for the first combo point, then
Slice and Dice on the first point or two.
Vanish at about 2 seconds, then
Premeditation while you are stealthed, for two free combo points. Your next attack ends the Stealth.
Rupture as soon as you hold three points.
Cold Blood a few seconds in, followed by
Preparation, which finishes the cooldowns of Vanish, Premeditation and Cold Blood.
Thistle Tea (100 Energy) when there's space in the bar, and the
Goblin Sapper Charge (Engineering). Vanish and Premeditation go again, and the second Cold Blood once the first is spent.
Racial cooldowns go out with them, and the rest of the fight is the priority below.
Priority
Each time the global cooldown comes up, go down the list and press the first line whose condition holds.
- 1Cast
Slice and Dice if (combo points ≥ 1 and
Slice and Dice not active and time remaining ≥ 6) or (combo points ≥ 4 and
Slice and Dice remaining < 3 and time remaining > 9)3.1/min+124 DPS · 17.6 % - 2Cast
Vanish if energy ≥ 30 and combo points ≤ 2 and
Slice and Dice active and time remaining > 102.0/min+31 DPS · 4.5 % - 3Cast
Premeditation2.0/min+33 DPS · 4.6 % - 4Cast
Rupture if combo points ≥ 3 and
Rupture not ticking and time remaining > 133.2/min+24 DPS · 3.4 % - 5Cast
Cold Blood if
Slice and Dice active and
Cold Blood not active2.0/min+8.9 DPS · 1.3 % - 6Use the other cooldowns as they come up if
Slice and Dice active+82 DPS · 11.7 % - 7Cast
Eviscerate if combo points ≥ 5 and (
Slice and Dice active or energy ≥ 79 or time remaining < 6)1.7/min+51 DPS · 7.3 % - 8Cast
Ghostly Strike if combo points < 5 and
Hemorrhage active on the target and (combo points < 5 or energy ≥ 85)1.8/min+2.5 DPS · 0.4 % - 9Cast
Hemorrhage if combo points < 5 or energy ≥ 8520/min+420 DPS · 60.0 %
Why the lines read the way they do:
Slice and Dice at one or two combo points whenever it is down. With
Improved Slice and Dice a one-point cast lasts 13 seconds, and
Ruthlessness returns a point 60 % of the time, so waiting for more points only costs attack speed. Its uptime is 94.7 %, and the line is worth 17.6 %.
Vanish into
Premeditation, with 30 Energy or more and few combo points. Premeditation adds two, and the line's combo-point limit keeps them from spilling over five. Vanish is worth 4.5 % and Premeditation 4.6 %.
Rupture at three or more points when the boss doesn't have it. The line fires as soon as you have three, so most of your Ruptures are short ones. That keeps Rupture ticking, and every tick feeds
Thousand Cuts. Skip it in the last 8 to 13 seconds, when it can't finish. It is worth 3.4 %.
Cold Blood only when its buff is down. It waits on you until an Eviscerate spends it, because Hemorrhage can't. Casting it while it is already up would waste the reset Preparation gave you.
Eviscerate at four or five points (the widget shows which) with Slice and Dice up. Rupture comes first at three points, so Eviscerate only goes out while Rupture is already ticking: about 2 a fight here. It is worth 7.3 %.
Ghostly Strike below five points, where the rotation has it. It costs 40 Energy, and Hemorrhage costs 35 or less with Thousand Cuts, so it fires only when you come off a global cooldown with 40 or more: 3 times on a three-minute boss.
Hemorrhage below five points, or at 85 Energy or more. At five points you hold your Energy for the next finisher, unless the bar is about to overflow. The line is worth 60.0 %.
More than one target
Nothing in the rotation changes against three bosses: no Subtlety ability reaches a second target, so you play the single-target list on one of them. Only
Dragonbreath Chili, the sapper and a cleave trinket hit all three. The chili goes from 1.7 % of your damage on one boss to 4.9 % on three. Our sims don't try putting Rupture on more than one boss.
Cooldowns
The sims spend everything in the opening. The only part of the build that grows later is
Quietus, 10 % more Hemorrhage damage below 35 % health.
Cold Blood goes out a few seconds in and again after Preparation. Its buff sits on you until an Eviscerate uses it: up 83.0 % of the fight.
Vanish and
Premeditation go twice in the first 10 seconds. Vanish's 5-minute cooldown doesn't return inside our fights, and the threat it clears isn't modelled.
Preparation goes once, a few seconds in, as soon as Vanish is on cooldown. It has a 10-minute cooldown.
Thistle Tea goes once, early, when the bar has room for 90 Energy. It has a 5-minute cooldown.
Mighty Rage Potion shows in the table below because the benchmark drinks one, but Forever restricts it to warriors and druids. The Gear page has the details.
If a real boss needs your damage later, for an add or a phase, the sims can't tell you: their fights have neither.
What your log should show
Set your Warcraft Logs damage and cast tables beside this one. Fewer Hemorrhages a minute means wasted Energy. A low Rupture share means gaps between Ruptures.
Aim for about 19.9 Hemorrhages a minute, doing 19.5 % of your damage, with Rupture near 8.4 %. Plain auto attacks are 31.5 %, and Windfury Totem's extra swings are a line of their own. Deadly Poison is 4.2 % and Instant Poison 2.9 %. Eviscerate's crit rate, 97.0 %, is Cold Blood landing on it.
Uptimes
Slice and Dice (94.7 %) and
Rupture (65.0 %) are the two to watch. Rupture's uptime decides how much of the fight
Thousand Cuts is discounting your Hemorrhages: 42.5 % in the sims.