Home World of Warcraft Classes Outlaw Rogue 8.2

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.

Introduction

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

Advantages:

  • Great AoE potential

  • Competitive single target damage in combination with good gear

  • Nice survivability, like any other Rogue spec.

  • High mobility.

Disadvantages:

  • Elements of randomness  in dps rotation which affects damage

  • Strong dependency on cooldowns and their restoring speed.

  • Lack of dots which causes lower DPS while  being unable to attack the target

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.

Outlaw Rogue 8.2

Swordmaster increases your chance for an extra Saber Slash by 10%. 

Quick Draw – If Pistol Shot is used when Opportunity is up, it deals 50% more damage and grants 1 CP. It is an optimal talent in the tier granting maximum increase.

Ghostly strike does average damage on a target. Creates 1 CP and increases incoming damage by 10% over 10 secs. CD 35 secs.

Tier 2. Lvl 30.

Outlaw Rogue 8.2

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.

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.

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

Tier 3. Lvl 45.

Outlaw Rogue 8.2

Vigor increases the max Energy stock by 50 and increases its restoring speed by 10%. The best talent for a single target fight. It is taken in the most of the cases.

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%. Becomes the best talent with x3 Ace up your sleeve traits.

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. Optimal talent for mythic keys, but for single target fight it is a little bit worse than Vigor .

Tier 4. Lvl 60.

Outlaw Rogue 8.2

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.

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.

Elusiveness. On top of the 40% of the attacks in the AoE, Feint 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, and it has a 15 secs CD. You won’t be able to keep a high uptime with the Feint and do max damage at the same time.

Tier 5. Lvl 75.

Outlaw Rogue 8.2

Dirty tricks – Dismantles your controlling abilities.

Blinding powder – Reduces the cooldown of Blind  by 30 sec and increases its range by 15 yards.

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!).

Tier 6. Lvl 90.

Outlaw Rogue 8.2

Loaded Dice – Activating Adrenaline Rush causes your next Roll the Bones to grant at least two matches.

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.

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. Doesn’t gain any dps, don’t use it.

Tier 7. Lvl 100.

Outlaw Rogue 8.2

Dancing steel – Increases the duration of Blade Flurry by 3 sec and its damage by 5%. Choice for AoE.

Blade rush – Charge to your target dealing damage and generating 25 energy in 5 seconds. Has 45 sec cooldown but also renews after finishing moves. When Blade fury  is active deals additional AoE damage. This talent is a choice against single target.

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 45% more damage to targets around you. Not bad talent granting additional AoE burst. Could be chosen depending on situation.

So we end up with a universal build:

  1. Quick Draw
  2. Acrobatic Strikes
  3. Vigor / Deeper Stratagem / Marked for Death
  4. Cheat Death
  5. Alacrity
  6. Blade rush / Dancing steel

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Azerite traits

BfA introduced a new system of traits for items. Helmet, shoulders and chest are now special items improved by azerite. They have a few rings with traits which grant different improvements.

In Outlaw spec we will try to choose the best traits. Here is the list of them:

Deadshot –  This trait allows Between the eyes to increase basic damage from the next Pistol Shot. This damage is increased by a talent from the first tier Quick draw and considered to be the best trait. It is recomended to have 2-3 traits.

Ace up your sleeve –  Every CP spent on Between the eyes is increasing abilities damage and also adds up 2% chance for an instant 4 CP grant after using it. Proc is random but because of the damage burst this trait is good. It is recomended to have 2-3 traits.

Keep your wits about you – Every time your attack leads to Blade fury proc, the chance of additional proc of Sinister strike is increased by 2%, until 33 stacks. Also all additional SInister strikes deal increased damage.That’s why this trait is good not only for AoE but also for single target fights. When it comes to AoE this trait has no rival so it is recommended to have at least 1 of such trait.

Brigand’s blitz. Adrenaline rush increases your haste by 20 every sec, stacking up to 10. Lasts 20 sec.  Trait is not bad but it is not worth taking more than one of such trait because such haste burst is not enough anyway.

All other class traits will be worse and you should avoid them. Besides class traits there are common traits. To find out what to choose you should use chart on herodamage.com or check the different yourself on raidbots.com.

Let’s not forget about minor traits as they grant increase of stats and damage. The best trait in Assassination is Overwhelming power – when it procs it grants haste which is rogue’s priority stat. Another good variant is Gutripper because of its increased execute proc. Most of the time this trait will be useful on mythic bosses because the hardest part in fight is the last phase.

For those who use addon AzeritePowerWeights, there is also a command for approximate strength stats or another trait:

( AzeritePowerWeights:2:"herodamage.com - Stacks_1T_T24":4:260: 575=10, 411=8.33, 526=7.69, 522=7.68, 129=7.41, 562=6.94, 82=6.83, 479=6.67, 494=6.30, 488=6.30, 157=6.29, 193=6.17, 446=5.91, 196=5.78, 478=5.71, 485=5.53, 523=5.15, 483=5.11, 482=5.11, 501=5.06, 504=4.94, 192=4.69, 239=4.64, 195=4.62, 194=4.61, 180=4.42, 486=4.41, 492=4.41, 495=4.39, 489=4.39, 30=4.12, 561=4.04, 498=4.04, 480=3.94, 521=3.93, 410=3.90, 505=3.62, 156=3.57, 481=3.33, 500=3.31, 31=2.95, 22=2.67, 459=2.49, 576=2.46, 499=2.40, 560=2.31, 21=2.18, 462=1.87, 493=1.85, 487=1.85, 541=1.61, 491=1.57, 497=1.57, 496=1.51, 490=1.51, 461=1.49, 18=1.40: )

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Essences

These ratings are based on simulations, statistics of WarcraftLogs and players experience.

Major

Minor

 

Rotation

Main priorities:

  1. Keep up buffs from Roll the bones. Reroll until you get Grand melee or Ruthless precision  or 2 random buffs. Yes, it is better to stand and roll bones until you gain the effect you need than damaging with non-optimal buffs. The only exception is if the target does not have much time to live then it is better to finish the enemy instead of rolling the bones.
  2. If you have good buffs on, use Roll the bones 2 seconds before they disappear. You can renew bones depending on duration a little bit earlier.
  3. Use Adrenaline rush,Blade rush/Killing spree every cooldown, trying to avoid energy cap.
  4. Use by cooldown, if you have this talent
  5. If you have traits Deadshot and Ace up your sleeve, use Between the eyes every cooldown with 4-5 CP.
  6. Between the eyes is used every cooldown without traits if the buff Ruthless precision  from bones is active.
  7. Use Dispatch when having 5 CP or 4+ with active proc of Opportunity or Broadside
  8. When Opportunity procs use Pistol Shot
  9. In all other situations use Sinister strike to gain CP
  10. 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:

  1. 18 seconds before the pull use Marked for death ( if you have it)
  2. 2 seconds before pull use Roll the bones (if you have CP from Marked for death)
  3. In a second use Adrenaline rush, drink prepot (Battle potion of agility or Potion of busting blood), use Stealth
  4. Pull
  5. Ambush
  6. (Roll the bones if you play without Marked for death)
  7. Blade rush
  8. Sinister strike until 4-5 CP
  9. Dispatch/Between the eyes (having required traits or buffs from the bones)

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Stats

The basic characteristic value is as follows:

Crit > Versatility > Agility > Mastery >Haste

Right now Outlaw’s priority stats are crit and versatility. Mastery is very weak stat and haste number depends on the amount your character has. Just check your character’s stats on raidbots.com in Stat Weights tab. You also could use addon Pawn to import this information in game for the next gear choice.

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

  1. Gems
  1. Enchantments
  1. Food
  1. Flasks and pots

 

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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

 

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What’s next?

 

  1. Leveling. If your character has been inactive since the previous expansions, the best  option to level up it is by Timewalking dungeons. You will gain a lot of experience, but there is one big disadvantage of leveling this way. Timewalks are available only for one week during a month, but Overgear is always here.
  2. Equipment. At high level, the most important thing for you will become your gear. WoW is a multiplayer game, that’s why we recommend for you to play it with your friends, or to find a new friends for mythic+ runs. If you have any trouble with it – Overgear may help you to find not just friends for a run, but a complete well geared and experienced group that also will be glad to trade all the loot you need.
  3. Raids. Raids are the top-tier PvE content in the game. That’s why the equipment’s base ilvl is higher than anywhere else. These dungeons require knowing all the tactics and have a good gear to kill the bosses. The possibilities of Overgear might let you skip those criteria.
  4. Azerite. It is also not the best idea to forget about the Heart of Azeroth and not to feed it with more Azerite. Ignoring this won’t make your character stronger. The easiest way to do it – just complete all the world quests with Azerite rewards everyday. You can get extra azerite from Island Expeditions. Companions can be found at Overgear.

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