I have decided to make this guide to help the Rogue community getting information about this infamous specialization. Everything you will read in this guide has been discussed at length by, mostly, Loktark and myself.
This is a compilation of our data/findings. This guide is not a TL;DR guide nor does it aim to be.
Feel free to message me on Discord if you feel something should be added or modified.
What is the essence of the spec? What defines Outlaw and make it different from the other specializations?
Outlaw is a fast paced specialization relying on fast reactions and reflexes. Using two one-handed swords and occasional pistols, it can be strongly identified to the pirate culture. Due to the absence of any kind of poisons/bleeds or any stealthy abilities, Outlaw defines itself as a straightforward, raw, face to face damage specialization rolling dice for enhancements.
“@Diusus my opinions about outlaw that made me love is overall kits, I will always fall back into it dues to excellent and yet consistent cleave ability with blade flurry, having weapons that aren’t daggers, while I do get annoyed with slight RNG with RB, I still love the ability and always keep the combat flow changing with BS or BT for extra energy regen, more enjoyable than snd.”
Sure, our damage isn’t where it should be but if people are in it for fun, then they found a right spec to enjoy the gameplay. That’s just my take at it.
It is also known that Outlaw players tend to be more successful, handsome, and gifted. The average Outlaw player gets to sleep with 8 women a week.
The Outlaw specialization received quite a lot of changes from 7.2 to 7.2.5 and we are going to give an eye to those affecting the gameplay a look.
- Developer’s notes: The distribution of the number of buffs you get from Roll the Bones has changed. On average, you will get fewer buffs. Our goal is to significantly reduce the desire to frequently recast Roll the Bones when you get 1 buff.
- Broadsides now also increases the damage of your combo-point generating abilities by 20%.
- Buried Treasure increases Energy regeneration by 30% (was 25%).
- Grand Melee now increases attack speed by 55% (was 50%).
- True Bearing causes Finishing moves to reduce the cooldown of many abilities by 1.0 seconds (was 2.0 seconds) per combo point.
- Restless Blades has returned. Finishing moves reduce the remaining cooldown on Adrenaline Rush, Between the Eyes, Sprint, Grappling Hook, Marked for Death, Death from Above, Vanish by 0.5 seconds per combo point spent.
This affects Roll the Bones a lot, effectively lowering the RNG from it. Lorentz from the Ravenholdt discord tried different reroll strategies and came up with an optimal one.
“As a result- rerolling for 2+ buffs with Loaded Dice* seems like the most appropriate strategy.”
- Adrenaline Rush Energy regeneration increase reduced to 60% (was 100%). Duration increased to 20 seconds (was 15 seconds).
- Combat potency proc rate increased to 30% (was 20%), and Energy per proc reduced to 10 (was 15).
- Fortune Strikes redesigned. Now increases Combat Potency proc rate by 2% per point (was +1 Energy per Combat Potency proc per point).
- Developer’s notes: The net result of the two Combat Potency and Fortune Strikes changes is that Combat Potency should generate half as much Energy, twice as often.
Those changes affect Outlaw’s energy gaps a lot, meaning that our energy pool gets revamped to become more stable throughout the fights. However with the absence of any kind of DoT/debuff like Assassination or small burst windows with high mobility like Subtlety possess, fights with high downtime will hurt our DPS a lot. Outlaw’s strongest aspect will remain target swapping and Aoe/Cleave, with pretty weak single target damage.
Big changes overall made the spec more consistent. However, Tomb of Sargeras’ T20 got nerfed to the ground before patch release, blocking outlaw from getting any big DPS increase like other specs’ did with their sets.The set being really weak is the main damage dealing issue the spec possesses right now.
Tier 15 talents
Quick Draw is the most potent choice here due to its versatility, synergy with legendary wrists and ability to deal with energy regeneration.
Tier 30 talents
Acrobatic Strikes proves to be the most versatile option to allow free movements and extended cleave/AoE range with Blade Flurry.
Hit and Run is pretty much a must when using Thraxi’s Tricksy Treads and Grappling Hook can prove to be useful on some high movement fights.
Tier 45 talents
Deeper stratagem is the only viable option as our main source of damage is our finishers.
Tier 60 talents
All options here can work depending on encounter and role in the group’s soaking.
Cheat Death to soak Kil’Jaeden big armaggedon when combined with Feint.
Iron Stomach has proven its strength for the mage tower challenge and world content.
Elusiveness shines on fights where you’re normally not able to Feint mechanics due to them being single target abilities.
Tier 75 talents
Tier 90 talents
Alacrity is the only viable talent, giving us one of our best stats : haste.
Furthermore, the other two options provide very low damage and are extremely underpowered.
Tier 100 talents
As viable as Slice And Dice can be, an optimized Marked for Death setup will definitely beat an optimized Slice And Dice, I recommend you to aim for Marked for Death.
At lower level of gear/player skill, Slice and Dice can prove to be better, it also has achieved interesting numbers in sustained AoE.
Roll the Bones Build: Stealth>MfD*>RtB*>Prepot>CotD*>Ambush>AR*>RtB>SS>Finisher
Slice and Dice Build: Stealth>Prepot>Ambush>SnD>AR>CotD>SS/GS*>SnD>SS>Finisher
*MfD: Marked for Death, 18 seconds before pull.
*RtB: Roll the Bones. The reason we use it 2 times in opener is to get extended duration on the buff(s). If you get 2 buffs pre-pull, do not reroll.
*CotD: Curse of the Dreadblades. Does not break stealth anymore.
*AR: Adrenaline Rush, gives Loaded Diced buff which guarantee to roll 2 buffs or more, keep an eye on this.
*GS: Ghostly Strike
Make sure to have the GCD used during Roll the Bones finished when pulling, this is a small detail of optimization but can help you getting a higher burst.
Using Marked for Death at 28 sec before pull could prove to work better as you would only lose 1 Combo Point in exchange of 10sec less on MfD cooldown.
Check the Gear/Legendary section for shoulders/+Wrists variations during opener.
When using Specter of Betrayal, use on pull after CotD. You can hold the trinket’s usage for 11 seconds max to line up with vanish/CotD, but not more than that as you need to have the previous shadow alive for 3 seconds at least for it to deal all the damage.
When using the Umbral Moonglaives trinket from Sisters of the Moon, make sure to have vanish up for it and use vanish 3 seconds after using the trinket or vanish instantly if you feel like the targets won’t last 8 seconds.
With legendary shoulders, make sure to use Vanish after initial buff you get on pull expires on the conditions explained in the Gear/Legendary section.
With wrists, follow the rules from Gear/Legendary section.
Keep 2 buffs+ up with Loaded Dice.
Refresh Roll the Bones at 3 seconds left for pandemic effect.
Pistol Shot proc without capping energy.
Pool energy for Curse of the Dreadblades if you don’t have enough.
Curse of the Dreadblades with more than 80 energy.
Adrenaline Rush when available without overlapping Loaded Dice.
Marked for Death when available unless adds spawning soon.
Do not use Saber Slash at 5 Combo points.
You should always use SimulationCraft with 0.05% target error to find the stats you need.
Remember legendary shoulders lower the crit value quite a lot.
Second best single target legendary. The best way to use the 100% crit window from it is to Ambush at 4 combo point.
Follow it by Run Through on 2+ targets or Between the Eyes on Single Target. Having Marked for Death up for this window is very efficient. During mantle duration, use Between the Eyes over Run Through on single target as it does more damage when it crits. With Greenskin’s Waterlogged Wristcuffs equipped, use Pistol Shot procs between multiple Between the Eyes without caring about your energy cap to consume the buff.
Decent single target, shines in sustained cleave situations. Make sure to have all targets in front of you.
Versatile legendary. Proves to become extremely potent on Maiden, Desolate Host, and Demonic Inquisition (Mythic) as it lines up Curse of the Dreadblades with adds/shield.
Should be used with Mantle of the Master Assassin, on pretty much any mythic + AoE situations. Make sure to have Marked for Death up, get to 6 Combo Points then use Blade Flurry, Run through, Marked for Death, Run through.
Gives high burst with enhanced Run Throughs, however this legendary takes the mobility of the spec away and does not perform as well as the ones above.
The other Legendaries are quite useless and I recommend you to sim yourself to find the strongest one.
However, you should always sim yourself to decide if a relic is better than another.
Our despot Aethys and theorycrafter Mystler created the Ravenholdt Theorycrafting website including different simulation rankings, and trinkets:
Neck enchant: Mark of the Hidden Satyr
Cloak enchant: Binding of Agility
Flask: Flask of the Seventh Demon
Potion: Potion of Prolonged Power
Raid Food: Lavish Suramar Feast
WeakAuras: Ipse’s WA’s -Rogue
This is a generic yet complete weak aura setup, however feel free to use another one that you may prefer!
BigWigs: Download here
Our artifact tree looks like this:
What traits do we get and what do they do?
[This section does not include simple damage increases to spells]
Run Through has a chance to unleash a barrage of sweeping strikes against all nearby enemies, dealing physical to enemies and heals you for each target hit.
During Adrenaline Rush, your abilities recover 15% faster.
Thanks for reading my guide, any suggestions are welcome, feel free to message @saberxd on discord.
Many and special thanks to @Lorentz (@lorentzwow) and @Loktark for helping this guide having accurate informations.