Outlaw Rogue DPS Rotation, Cooldowns, and Abilities (Legion 7.2.5)
Table of Contents
General Information
On this page, we list your Outlaw Rogue core abilities and how they should be used together (rotation) in World of Warcraft Legion 7.2.5. We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that you will need to know if you want to excel at playing a Outlaw Rogue.
The other pages of our Outlaw Rogue guide can be accessed from the table of contents on the right.
About Our Author and Reviewer
This guide has been written by Furty, who has an illustrious history in the World of Warcraft raiding scene and race for World First. He has been a member of guilds such as Serenity, Midwinter, and many more, and is currently raiding in Future. He plays most classes at the highest level. You can follow him on Twitter and watch him play on Twitch.
This guide has been reviewed and approved by Perfecto, an Outlaw/Assassination Rogue who raids in Method.
1. Ability Priority List
- Activate
Blade Flurry if more than one target is present and stacked. - Cast 4-6 Combo Point
Roll the Bones (see dedicated Roll the Bones section for details). - Maintain
Ghostly Strike debuff if talented. Always refresh before
Curse of the Dreadblades. - Activate
Adrenaline Rush. - Activate
Curse of the Dreadblades. - Cast
Marked for Death (when talented) if you have 0-1 Combo Points. - Cast
Between the Eyes 5+ Combo Points if you have
Greenskin's Waterlogged Wristcuffs or a
Mantle of the Master Assassin proc. - Cast
Run Through at 6 Combo Points (5+ if
Broadsides). - Cast
Pistol Shot if you have an
Opportunity proc and you have 4 or less Combo Points (and will not Energy cap during the GCD). - Cast
Saber Slash to generate Combo Points.
There is some debate whether casting finishers at "only 6" Combo Points is more damage than using finishers at "5-6" Combo Points (to avoid Combo Point overflow). Sims have confirmed that the damage difference is very negligible, so you do not have to stress over it too much. That said, there is a very slight damage advantage to instead use your finishers at 5-6 Combo Points.
Vanish does not play an important role in the Outlaw
rotation. Feel free to use it on cooldown for an
Ambush, or use
it to
Cheap Shot important adds so your group can benefit from
Prey on the Weak (if talented).
For more information about the optimal opening sequence, refer to our dedicated section.
2. Important Notes
2.1. Curse of the Dreadblades
While
Curse of the Dreadblades is active you will be able to alternate
between
Saber Slash and
Run Through every cast. You should still use
your
Opportunity procs whenever you do not have the Energy to
Saber Slash. You should always pair
Curse of the Dreadblades with
your
Adrenaline Rush unless the boss will die before
Adrenaline Rush
comes off of cooldown.
If you have the
True Bearing buff and your
Adrenaline Rush is 1-3
finishers away, you should pool full Combo Points and Energy and then use your
Curse of the Dreadblades to get your
Adrenaline Rush off of cooldown
immediately, then activate it.
2.2. Roll the Bones
Roll the Bones is a finisher that grants one or more
random buffs. The duration of the Roll the Bones (and the buffs it gives you)
is increased by the amount of Combo Points consumed by Roll the Bones (12
seconds for 1 Combo Point and up to 42 seconds with 6 Combo Points and
Deeper Stratagem talented) and is affected by Pandemic (meaning
you can safely refresh when Roll the Bones has less than 30% of its duration
remaining). There are 6 different buffs you can potentially receive, and it is
possible to receive multiple buffs from a single cast, although the chance to
receive extra buffs is lessened per extra buff. The buffs are as follows:
True Bearing causes finishing moves to reduce the remaining cooldown of some of your abilities (including
Adrenaline Rush) by 1 second per Combo Point;
Shark Infested Waters increases your Critical Strike chance by 20%;
Jolly Roger grants
Saber Slash an additional 25% chance to strike an additional time;
Grand Melee increases your attack speed by 55% and your Leech by 20%;
Broadsides causes your Combo Point generating abilities to generate 1 additional Combo Point and
increases their damage by 20%;
Buried Treasure increases your Energy regeneration by 30%.
The chance of receiving multiple buffs is as follows (taken from 1 million
Roll the Bones casts in a simulation):
- 1
Roll the Bones Buff: 100.0% chance; - 2
Roll the Bones Buffs: 19% chance; - 5
Roll the Bones Buffs: 1% chance.
Roll the Bones has significantly different gameplay
implications than
Slice and Dice had for Combat, or currently has
for Outlaw.
Order of buff value for an extended encounter (raid boss):
The value of each buff fluctuates somewhat depending on the combination with other buffs and whether or not cooldowns are available, but this can be used as a rough reference.
2.2.1. Pro Tip: How to Roll the Bones
There are several basic rules to satisfy regarding
Roll the Bones,
excluding the opener (where you will only reroll once if you get very unlucky
with
Loaded Dice).
- If you have 1 buff and it is
Grand Melee, reroll. - If you have 2 buffs and one of them is
Grand Melee, you should
reroll only if
Loaded Dice is available.
In any other situation you should only cast
Roll the Bones if your
buff(s) are about to expire or
Loaded Dice is available.
2.3. Death from Above
Death from Above is a strong finisher, particularly when you
are talented into
Deeper Stratagem. It should be noted, however,
that casting Death from Above during
Adrenaline Rush
(particularly if you have a
True Bearing buff active) is a DPS
loss, as you will Energy cap during the animation. It is more worthwhile to
spam 5-6 Combo Point
Run Throughs during this time to significantly
reduce your Adrenaline Rush cooldown (via True Bearing).
The
Run Through cast at the end of
Death from Above is affected by
Blade Flurry.
2.4. Combo Points and Energy
As a Rogue, most of your abilities need Energy to be used. Your Energy
bar has a capacity of 100 Energy (150 with
Vigor chosen as your
Tier 3 talent) and refills at a rate of 10 Energy per second.
Your Energy regeneration is increased by:
- Melee haste (haste + haste-enhancing buffs);
- The
Combat Potency passive, which causes
your off-hand attacks to have a chance to generate 18 Energy; - Your
Adrenaline Rush cooldown, which temporarily increases your
Energy regeneration by 100%;
Vigor, if chosen as your Tier 3 talent.
The faster you regenerate Energy, the more finishers you can cast which
(via
True Bearing) will result in higher
Adrenaline Rush
uptimes.
Note that, whenever you are in
Blade Flurry, your Energy regeneration is reduced
by 20% (reduced to only 10% by the Artifact).
Letting your Energy reach its maximum is something to avoid. You should always try
to spend your Energy by (literally) spamming your buttons. Unlike for Subtlety and Assassination Rogues, Energy
pooling is generally not beneficial for Outlaw Rogues. There are many situations when you will
generate more Energy than you can spend (haste trinket procs,
Bloodlust,
Heroism,
Time Warp,
Adrenaline Rush,
Buried Treasure, etc.), and you should spam
your buttons even harder than usual during such times.
Combo Point generation is increased by a variety of factors, such as:
- Tier 1 talents;
Opportunity procs;
Saber Slash striking twice;
Roll the Bones buffs such as
Broadsides;- your
Ruthlessness passive ability, which grants your finishers a
20% chance per Combo Point consumed to grant a Combo Point; - Energy regeneration, allowing you to cast more generators.
You should never waste Combo Points. Never cast a Combo Point-generating ability when you are at maximum Combo Points.
2.5. Adrenaline Rush
Adrenaline Rush increases your Energy regeneration by 100% and
your attack speed by 20% for 15 seconds. It should be used on cooldown. Do not
hesitate to stack it with
Bloodlust,
Heroism, or
Time Warp as you will still benefit from the increased attack speed,
though you will likely Energy cap (this is not a problem).
Adrenaline Rush has a 3-minute cooldown, but this can be reduced by the
True Bearing buff.
Adrenaline Rush can easily be reduced to ~60s
when
True Bearing and
Curse of the Dreadblades are combined.
2.6. True Bearing CDR
True Bearing reduces the cooldowns of the following abilities by 2 seconds per Combo Point consumed by a finisher:
Adrenaline Rush
Sprint
Between the Eyes
Vanish
Grappling Hook
Cannonball Barrage
Killing Spree
Marked for Death
Death from Above
2.7. Blade Flurry
It is worth reiterating that the source of
Blade Flurry cleave
is you, not the target. Therefore, you can stand with one mob directly in front
with another directly behind you, and your
Blade Flurry will
still cleave both, as the player is the source of the cleave.
2.8. Defensive Utility
All Rogues come ready made with a dizzying phalanx of defensive cooldowns, which make them the best candidate for soaking required mechanics and dealing with heavy incoming damage.
Feint reduces AoE damage taken by 50% for 5 seconds for only 20
Energy. When talented into
Elusiveness it also reduces all other damage
by 30%. This is one of the most overpowered abilities in the game and a huge asset on
fights with heavy raid damage. Do not forget about this button!
Cloak of Shadows provides magic immunity for a second, followed by
5 seconds where all spells will miss. This spell is mostly used for clearing debuffs
that might otherwise force you out of melee range, like Fel Surge on Xhul'horac.
Cloak of Shadows is also a fantastic tool for soaking abilities that do not pierce immunities.
Cheat Death is a talent that allows you to escape lethal damage once
every 2 minutes. The damage cannot exceed more than twice your maximum health.
Cheat Death is great for soaking mechanics that pierce immunities and
damage reductions as it guarantees your survival. It is also great for encounters with
bursty damage that might take you by surprise, as you get a free get out of jail free
card once every 2 minutes.
Crimson Vial provides a respectable
amount of healing on a very short cooldown. Use this often in boss encounters.
Riposte is unique to Outlaw Rogue, and provides 100% parry chance
for 10 seconds. Each time you parry an attack you will riposte the attack for a small
amount of damage (max 1 per second).
3. Core Concepts
Outlaw Rogue has is an entirely new specialization, and though it mirrors many of the concepts that Combat revered before it, there are a variety of new surprises to keep track of. This specialization involves a lot of fast finger work, particularly during cooldown periods. Learning to focus on what is important and master the core concepts of a specialization is what leads to strong overall performances on the damage charts. Outlaw features 2 major concepts that form the central tenets of optimizing for success:
- practical usage of
Roll the Bones; - resource management.
3.1. Practical Usage of Roll the Bones
If you get 2 exceptionally valuable buffs, you should wait until
Roll the Bones falls or is about to fall
before refreshing and fishing for new buffs. If they are low value buffs, you can start to fish for new
buffs any time in Pandemic range.
3.2. Resource Management
Unlike the other Rogue specialization, Energy management is incredibly easy for Outlaw Rogues as
you have a very high rate of regeneration. It can be very easy, however, to overcap Combo Points
if you are not careful. Pay close attention to your current
Roll the Bones buffs along
with your Combo Point tracker. Do not waste
Opportunity procs when you are already capped
on Combo Points.
4. Opening Sequences
Always open from
Stealth. These openers assume you have
Hidden Blade.
- Cast
Marked for Death on the boss ~17 seconds before the pull if no short lifespan adds will spawn in the opener. - Cast
Roll the Bones at 1 second before the countdown. - Use
Potion of Prolonged Power. - Activate
Curse of the Dreadblades. - Cast
Ambush. - Cast
Ghostly Strike. - Activate
Adrenaline Rush. - Re-roll if necessary.
- Cast
Saber Slash. - Cast
Run Through, or
Between the Eyes if you have
Greenskin's Waterlogged Wristcuffs or a
Mantle of the Master Assassin proc. - Repeat
Saber Slash/
Run Through dump. Only use
Opportunity procs if you run out of Energy or are consuming
Greenskin's Waterlogged Wristcuffs procs.
5. ChangeLog
+ show all entries - show only 10 entries- 20 Jun. 2017: Updated opener and APL.
- 12 Jun. 2017: Updated openers (split into 2 sections). Updated Roll the Bones section.
- 27 Mar. 2017: No changes needed for Patch 7.2.
- 09 Jan. 2017: Checked and confirmed for 7.1.5.
- 30 Nov. 2016: Updated Opening Sequence to be more clear. Also updated APL to include more contingencies for different buff combos.
- 02 Oct. 2016: Updated Roll the Bones section.
- 15 Sep. 2016: Updated opener.
- 29 Aug. 2016: Updated for Legion's launch.
- 24 Jul. 2016: A few tweaks and improvements to the rotation and the explanations.
- 18 Jul. 2016: Updated for the Legion pre-patch.
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