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World of Warcraft Classes Rogue «Outlaw»

Outlaw Rogue PvE Guide (WoW Legion 7.3.5)

A Rogue specializing as Outlaw leans upon doing instant damage, can do rather low damage from middle range with a pistol. This is basically what used to be a specialization Combat with extended pirate theme.

Contents

Introduction

Let’s take a closer look at the spec’s main advantages and disadvantages:

Advantages:

  • Average damage on a single target.

  • An opportunity to do middle-tier cleave damage.

  • Nice survivability, like any other Rogue spec.

  • High mobility.

Disadvantages:

  • High dependency on Legendaries.

  • Overall dps strongly depends on a vast variety of random factors and varies within a huge range.

  • Strong dependency on cooldowns and their restoring speed.

  • At the moment, this is the weakest Rogue spec in all respects.

Basic information on the spec:

Outlaw, like any other specialization of this class, has 2 main resources: Energy and Combo Points (hereinafter referred to as CP). Consequently, there are abilities that spend these resources, and those allowing, on the contrary, to build those resources up. They can also interact with both resources at the same time. The correct usage of these abilities in accordance with the priority list is the basis for every spec of this class.

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Glossary

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Main abilities

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Talents

General information. On achieving several new levels you’ll get access to new talent ‘Tiers’. Talents may have different effect on abilities: add new features, replace old ones, modify passively different effects and spells. Talents can be changed in Sanctuaries or any recreational zones. However, if you don’t have any of those places nearby you can use the Codex of the Tranquil Mind which allows you to switch channels within a minute. You can’t change talents in combat. You can’t change a talent if the talent you’ve picked in the last Tier is on Cooldown. You’ll have to wait until it’s restored first.

General information. On achieving several new levels you’ll get access to new talent ‘Tiers’. Talents may have different effect on abilities: add new features, replace old ones, modify passively different effects and spells. Talents can be changed in Sanctuaries or any recreational zones. However, if you don’t have any of those places nearby you can use the Codex of the Tranquil Mind which allows you to switch channels within a minute. You can’t change talents in combat. You can’t change a talent if the talent you’ve picked in the last Tier is on Cooldown. You’ll have to wait until it’s restored first.

Tier 1. Lvl 15.

Ghostly strike does average damage on a target. Creates 1 CP and increases incoming damage by 10% over 15 secs. This one is an optimal choice for any situation.

Swordmaster increases your chance for an extra Saber Slash by 10%. It’s usable but still loses to Ghostly Strike. Better used in AoE situations.

Quick Draw. Free Pistol Shots generate 1 CP more and do 50% more damage. This is the best choice for a single target if you’re equipped with the Legendary Greenskin’s Waterlogged Wristcuffs.

Tier 2. Lvl 30.

Grappling Hook. You pick an area within the 40 m radius, after pressing the left mouse button, you get pulled towards that area with a minor delay due to hook throwing animation. Somewhat reminds of Heroic Leap of the Warrior, except the leap occurs after a short delay. This is a great choice for situations where you need to quickly move somewhere far or evade pushing away mechanics.

Acrobatic Strikes increase the range of action or all your Melee attacks by 3m. This is a default choice as it allows you to cover larger areas for AoE damaging, or to reach the main target from larger distance.

Hit and Run simply increases the running speed by 15%.

Tier 3. Lvl 45.

Deeper Stratagem increases the quantity of CP up to 6; all the abilities for which the power depends on the CP spent can spend up to 6 CP, and the damage they do increases by 5%. At the moment, this is an option that has no alternatives.

Anticipation increases the amount of CP up to 10 but you can still spend no more than 5.

Vigor increases the max Energy stock by 50 and increases its restoring speed by 10%.

Tier 4. Lvl 60.

Iron Stomach. Your Crimson Vial now restores you 42% of your max Health, and passively increases healing by Warlock’s Healing Potions or Health Stones.

Elusiveness. On top of the 50% of the attacks in the AoE, it now decreases the damage received in any attack outside AoE by 30%. Sometimes it can be useful. Just listen to the Healers of your group/raid. But keep in mind that the Feint demands 35 Energy and is on for only 5 secs. You won’t be able to keep a high uptime with the Feint and do max damage at the same time.

Cheat Death prevents a fatal attack from killing you and enables the following effects: for 3 secs you receive 85% less damage, your health level can’t go lower than 7% of the max; you also get a debuff for 6 mins to remind you that Cheat Death won’t save you from the next fatal attack during this period. Death terminates this effect. This is a choice by default as nothing’s better than a new life, even with a cooldown this long.

Tier 5. Lvl 75.

Parley. Essentially, this is a stun with long action and short CD. It can be maintained on one target only, and the target should be out of battle. Works with humanoids, dragons and demons only.

Prey on the Weak. After a GougeCheap Shot or Sap, the target receives 10% more damage from any damage source over the active period of the aforementioned effects. In some combats, you’ll have to use Stun or your group/raid may need max damage done to a particular target (one you can stun, for sure). Unfortunately, this effect does not kick in if you’re using Between the Eyes, and in a raid, you can only activate it on some mobs subject to stunning, so the only thing suitable for this is Cheap Shot. But we use Vanish for different causes so under any scenario, this will only bring us to losing dps (your own but not the raid’s, in case you really need to kill the mob, and you’re the only Rogue on your raid. And a pirate!).

Dirty Tricks is a great talent that can save you plenty of Energy in mythic +. This is a default choice.

Tier 6. Lvl 90.

Cannonball Barrage. Choose an area to which within the next 2 secs some serious damage will come, damage done to all. In theory, this seems interesting, but in real life, it never proved useful.

Alacrity provides a probability of 20% per CP spent (so 5 CP make for 100%) that your Haste increases by 2% for 20 secs. The effect can be added up up to 10 times. This one is the best choice in any case because to a certain point, Haste is a great stat, and compensates for Energy deficit during the absence of adrenaline very well. This is a choice by default.

Killing Spree teleports you behind your enemy 7 times in 3 secs inflicting damage every time. With active Blade Flurry, it will teleport you to different targets, and due to the Blade Flurry, it will do 30% more damage to targets around you. Like Cannonball Barrage, it loses to Alacrity.

Tier 7. Lvl 100.

Slice and Dice is a replacement for Roll the Bones. The principle behind it is the same but instead of a random enhancement, you get a buff increasing the speed of attack by 125%, and the Energy restoring speed – by 15%. The duration depends on the amount of CP spent on it. This is a good choice of it’s stability. But it all depends on the condition of your character, so it recommended you simulate first.

Marked for Death is a talent that allows you to mark your enemy for death and gives you 5 (6 with the Deeper Stratagem on) CP. CD 40 secs, on the target, it stays for 60 secs. If the target dies during debuff, your Marked for Death gets instantly restored. This is by default the best choice for an Outlaw as due to Restless Blades and possibly available True Bearing, it kicks back rather quickly, let alone the various AoE packs of frequently dying enemies.

Death from Above is a finishing move. It is actuated in two stages. After the first stage, you instantly damage all the enemies within the 8m range and then you rocket up in the sky. The second stage is the landing during which you use Run Through with 50% increased strength. You can’t be pushed anywhere during this acrobatic trick which provides you with a great opportunity to evade any pushing mechanics. CD 20 secs. With this specialization, this one is not used.

So we end up with a universal build:

  1. Ghostly strikeQuick Draw with Greenskin’s Waterlogged Wristcuffs
  2. Deeper Stratagem
  3. Alacrity
  4. Marked for Dead or Slice and Dice

 

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Artifact

 

Relics

Outlaws use one blood relic, 1iron and 1 storm. The competition for these relics is quite tense. The ilvl is not the most important part as all for the main abilities, damage is calculated based on the attack strength. The weapon’s dps which grows significantly with the growth of the weapon’s ilvl does not influence the ability level. This makes the trait that the relic gives become more important than its lvl.

Let’s view 2 major lists on relic priorities: 1st is for a Rogue lacking the best Legendaries combating on a single target, the 2nd one is for those who do have the Mantle of the Master Assassin and the Greenskin’s Waterlogged Wristcuffs.

Best to worst:

Slice and Dice + Ghostly strikeInsignia of the Rabenholdt:

  1. Fate’s Thirst 6.5
  2. Fortune Strikes 6.3
  3. Fortune’s Strike 4.5
  4. Sabermetrics 4.2
  5. Fatebringer 2.7
  6. Gunslinger 0.9
  7. Fortune’s Boon
    1 relic less 0.2
    2 relics 1
    3 relics 1.6

For the Greenskin’s Waterlogged Wristcuffs + Mantle of the Master Assassin:

  1. Fortune’s Boon 11.4
  2. Fate’s Thirst 6.8
  3. Fortune Strikes 6.3
  4. Sabermetrics 5.3
  5. Fatebringer 5
  6. Black Powder 4.8 
  7. Gunslinger 4.4
  8. Fortune’s Strike 3.2 

The relic priority may vary depending on the quantity of targets. Here, the data is for a single target.

If you are not sure if you should get relic A with worse traits but higher ilvl instead of the one you have at the moment, we recommend you use simcraft or a very convenient web-site raidbots.com with an in-built relic comparing interface.

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Netherlight Crucible

Tier 1 vallows any of your relics to simply improve the ilvl of your weapon by 5%.

Tier 2. These are the priorities for the Tier 2. Please, keep in mind that Tier 3 gives you more dps, which means you’ll have to pick your way to a better bonus in Tier 3.

For Slice and Dice:

  1. Tormen the Weak 9.8
  2. Secure in the Light 9.4
  3. Infusion of Light 9.1
  4. Shadowbind 9
  5. Chaotic Darkness 8.3
  6. Shocklight 6
  7. Master of Shadows 5.4
  8. Murderous Intent 6.5
  9. Light Speed 6
  10. Dark Sorrows 4

For Marked for Dead:

  1. Tormen the Weak 13
  2. Secure in the Light 10.3
  3. Shadowbind 10.2
  4. Infusion of Light 9.9
  5. Chaotic DarknessLight Speed 8.9
  6. Murderous Intent 7.9
  7. Shocklight 6
  8. Master of ShadowsDark Sorrows 4.9

Tier 3 corresponds the priority of relic choosing.

Slice and Dice + Ghostly strikeInsignia of the Rabenholdt:

  1. Fate’s Thirst 6.5
  2. Fortune Strikes 6.3
  3. Fortune’s Strike 4.5
  4. Sabermetrics 4.2
  5. Fatebringer 2.7
  6. Gunslinger 0.9
  7. Fortune’s Boon
    1 relic less 0.2
    2 relics 1
    3 relics 1.6

For the Greenskin’s Waterlogged Wristcuffs + Mantle of the Master Assassin:

  1. Fortune’s Boon 11.4
  2. Fate’s Thirst 6.8
  3. Fortune Strikes 6.3
  4. Sabermetrics 5.3
  5. Fatebringer 5
  6. Black Powder 4.8 
  7. Gunslinger 4.4
  8. Fortune’s Strike 3.2 

If you are using CrucibleWeight you can import this string into the game:

For Slice and Dice:

cruweight^128872^ilvl^1^202530^6.17 6:6.0 7:5.79^252799^6.07^252922^4.13^202524^2.62 6:2.13 7:2.44^252875^9.16^253070^9.7^216230^-0.01 6:-0.41 7:-0.1^252906^10.22^202521^4.81 6:4.77 7:5.22^202514^6.67 6:7.35 7:6.92^202522^0.54 6:1.28 7:1.16^202907^-0.0 6:1.15 7:1.93^253093^9.69^238067^4.01 6:4.51 7:4.28^252888^8.28^252091^5.39^252191^6.61^252088^6.12^end

 

For Marked for Dead:

cruweight^128872^ilvl^1^202530^6.58 6:7.14 7:6.17^252799^6.61^252922^5.49^202524^5.22 6:10.05 7:6.9^252875^10.89^253070^11.53^216230^5.47 6:4.57 7:4.86^252906^13.87^202521^3.35 6:3.38 7:2.92^202514^7.39 6:7.33 7:6.97^202522^4.62 6:5.63 7:4.09^202907^12.08 6:9.77 7:7.06^253093^11.24^238067^5.63 6:5.98 7:5.75^252888^9.81^252091^5.1^252191^9.06^252088^9.41^end

 

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Legendaries

This specialization of Rogues uses a total of 14 Legendaries.

As it said in the introduction, one of this spec’s disadvantages is a high dependency on the Legendaries that have no analogs which is acceptable for some other specs, say, Assassination. Let’s figure out why it is so:

Mantle of the Master Assassin. 100% crit within 5 secs after the Stealth is over, and after Vanish correspondently. This is the best Legendary for any objective, and since we have 2 ways of restoring the Vanish its uptime rises high above those in different specs.

Greenskin’s Waterlogged Wristcuffs. For each CP spent for Betweent he Eyes, you get 20% chance that the next Pistol Shot does 200% more damage (which makes it 100% chance with 5+ CP). The buff stays on for 15 secs, and is spent with the first use of the gun from Pistol Shot or Blunderbuss. This is a revolutionary Legendary for a single target bringing Pistol Shot, Blunderbuss and Between the Eyes to the foreground and making the gameplay not so dull in general.

Insignia of the Rabenholdt. Your CP generators do 15% of their damage to all the targets in front of you via black magic. This is one of the best legendaries for Slice and Dice build.

Shivarran Symmetry is an extremely strong Legendary for AoE burst, particularly if combined with the Mantle of the Master Assassin. For 3 secs, it increases the Melee attack damage on secondary targets by 65%. It can be activated once every 10 secs due to the Blade Flurry mechanics. A couple of tips on how to utilize it in Mythic +:
– Before entering a combat with a new mob pack, you save up 6 CP and have Marked for Death on a non-CD basis.
Blade Flurry, Run Through, Mrked for Death, Run Through, Saber Slash.
– If you cannot save Marked for Death like that but you have Curse of the Dreadblades, you can replace Marked for Death with Saber Slash by activating the artifact in advance (don’t forget about the 10% buff on the damage provided by the artifact). The second Run Through will be the finisher here as the buff of the Greenskin’s Waterlogged Wristcuffs is on for 3 secs only.

The Curse of Restlessness. Now all your finishing moves restore 0.25 secs of Curse of the Dreadblades’ restoring time per each CP. All in all, this is an average Legendary. It could win as compared to others due to its stability. It is particularly good when its mechanics allows to reduce the burst for some particular phases on + damage (e.g. Maiden of Vigilance in the Tomb of Sargeras).

Thraxy’s Tricky Treads. Anothr average Legendary, but its mechanics makes you sacrifice mobility.

Other Legendaries are of no specific interest for this specialization.

Depends on your tier 7 talent choise:

Slice and Dice: Mantle of the Master Assassin + Insignia of the Rabenholdt

Marked for Death: Mantle of the Master Assassin + Greenskin’s Waterlogged Wristcuffs

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Rotation

Main priorities:

  1. Maintain always at least 2 buffs off Roll the Bones. Leaded Dice trait should help you do it. Renewed at max amount of CP. Same for Slice and Dice.
  2. Sometimes, however, you will have to re-roll the bones. With 1 buff, you get Grand Melee – re-roll. If you get 2 buffs and one of them is Grand Melee, re-roll is only done if you have the Leaded Dice.
  3. With nice buffs, e.g. True Bearing + Broadside, you should squeeze every single drop out of them, and renew Roll the Bones only after the buffs are off.
  4. Ghostly strike should be used in the end of it’s previous debuff to maximize it’s uptime.
  5. If you reach 6 CP use Run through. With Greenskin’s Waterlogged Wristcuffs Between the eyes instead, if it is not on CD.
  6. Pistol Shot is only used per effect with no rest on energy or CP cap.
  7. Save up energy (80 is enough) before using Curse of the Dreadblades if you don’t have much.
  8. Adrenaline Rush is used per CD, but (!) without renewing Leaded Dice (there’s a term known as Clipping – a renewal of an effect without using the previous one which leads to losing one useful effect per combat). That’s why you should make sure you’ve renewed the Leaded Dice before you activate Adrenaline Rush.
  9. Marked for Death is used per CD. Hold on to it only if you’re expecting quickly dying adds soon.
  10. Saber Slash is not used if you have 5 CP. In that case use a finishing move.
  11. Saber Slash is not used if you have 4 CP and the following buffs: Broadside + Jolly Roger. Use finishing moves.
  12. Blade Flurry is used on 2+ targets. Note that you are the source of the cleave, not your main target. That’s why the distance for the Flurry will be calculated based on your position. So position yourself in order to hit as many enemies as possible.

Opener with Roll the Bones:

  1. Stealth, if not activated in advance
  2. Marked for Death
  3. Roll the Bones
  4. Prepot + Curse of the Dreadblades
  5. Ambush
  6. Adrenaline Rush
  7. Roll the Bones (after Adrenaline Rush we get the buff Leaded Dice that allows us to get at least 2 buffs. If the first Roll the Bones gives you nice buffs, you can use the finishing move).
  8. Saber Slash
  9. Finishing move

Opener with Slice and Dice:

  1. Stealth, if not activated in advance
  2. Prepot
  3. Ambush
  4. Slice and Dice
  5. Adrenaline Rush
  6. Curse of the Dreadblades
  7. Saber Slash (Ghostly Strike if the talent is active)
  8. Slice and Dice (activate the Leaded Dice bonus)
  9. Saber Slash
  10. Finishing move

Some clarifications:

Finishing move. By default, it’s Run Through. Between the Eyes is used in two cases:

  1. If you have the legendary Greenskin’s Waterlogged Wristcuffs, use them per CD
  2. The buff from the legendary Mantle of the Master Assassin (crit damage Between the Eyes has a x4 modifier. The eventual damage here will be higher than that of Run Through). If the Greenskin’s Waterlogged Wristcuffs are there, the buff from Between the Eyes is instantly used on Blunterbass, Pistol Shot so that you don’t keep your Energy on cap in vain. On AoE only Run Through is used regardless of the Legendaries.

With legendary Mantle of the Master Assassin Ambush is better used with 4 CP at hand (3 CP if there’s the buff of the Roll the BonesBroadside).

Using Marked for Death during Mantle of the Master Assassin buff after Vanish is only good (without long-term rest periods of any of these CDs).

Marked for Death is better used 18 secs before the pool (the first CP disappears on sec 20). You can also use it for 28 secs losing only one CP but being able to use it earlier in combat.

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Stats

The basic characteristic value is as follows:

Versatility > Haste >= Crit >= Agility > Mastery

Haste is very variable, the value reacts strongly to changes in your gear. It should also be noted that the Haste’s value grows in AoE.

Сrit’s value, like with other specializations, depends on having the Legendary Mantle of the Master Assassin which decreases it significantly.

Mastery of this specialization increases your chance for passive activation of Mastery: Main Gauche.

Due to the aforementioned nuances, the Outlaw demands constant attention to their equipment. That’s why, in order to keep your character in shape, you should consult SimulationCraft or a remote user-friendly web-site raidbots.com after receiving a new item of gear.

For a more precise result, set the Target Error in the global options at 0.05%

Based on the aforementioned characteristics and results of your character’s own simulation results, you can draw conclusions on Gems, Chants and Raid Chemicals.

Gems:

Versatile Labradorite

Chants

Neck: Enchant Neck – Mark of the Hidden Satyr

Rings: Enchant Ring – Binding of Versatility

Back: Enchant Cloak – Binding of Agility

Food:

Lavish Suramar Feast 500 Agility or Seed-Battered Fish Plate

Flasks and Potions:

Flask of the Seventh Demon. 1300 Agility for 1 hour

Potion of Prolonged Power. 2500 Agility for 1 min.

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Set bonuses

T19:

2 pieces: The probability of activating Mastery: Main Gauche upon using Saber Slash is 30% higher.
4 pieces: Upon using Run Through there’s a 25% probability that the next Saber Slash won’t need any Energy.

T20:

2 pieces: Free Pistol Shots increase the crit chance by 5% for 8 secs.
4 pieces: Adrenaline Rush has 50% higher effectiveness for 8 more secs after it’s active time is over.

T21:

2 pieces: Additional Saber Slashes increase the damage of your next Run Through by 15%. The effect can be added up, up to 4 times.
4 pieces: Using Run Through gives you an 16% probability that your next Roll the Bones gives you a random combat enhancement you haven’t had yet.

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Macros

Multi-macro for Tricks of the Trade. If a friendly player is in the target, the Tricks are going to them, if there’s an enemy in the target zone, the Tricks go into your focus. If your enemy is in the target zone, and there is no focus, the Tricks go into your target’s target (tank/boss’s current taget):

#showtooltip Tricks of the Trade
/cast [@target,noharm][@focus,exists,nodead,noharm][@targettarget,exists] Tricks of the Trade

 

Kick with a modifier, with the Shift key held, the ability is applied on a remembered target, without – on the current one.

/cast [mod:shift,@focus][]Kick