#Otl - Intro
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Welcome to Midnight!
Outlaw has changed heavily. A lot of the rotational complexity of previous expansions has been taken out, including all
Stealth interactions like
Crackshot and
Underhanded Upper Hand. We no longer have to maintain
Adrenaline Rush permanently, not do we rely on AR being active to feel useful at all.
Vanish is no longer on
Restless Blades and is not part of the rotation.
Outlaw is a fast paced spec with minimal burst, where every global matters for energy efficiency and momentum of your buff uptime. You are constantly building and spending combo points to reduce your cooldowns through
Restless Blades, and utilizing your toolkit to maintain high uptime of the upper
Roll the Bones stages.
Roll the Bones has been reworked to be more approachable and consistent with gameplay RNG:
- When you press Roll the Bones, you roll randomly among 4 different "stages":
One of a Kind (Stage 1): Sinister Strike has a 20% increased chance to strike twice and grant Opportunity.
Double Trouble (Stage 2): Sinister Strike and Ambush generate 1 additional combo points and deal 15% increased damage.
Triple Threat (Stage 3): Restless Blades cooldown reduction increased by 30%.
Jackpot (Stage 4): Critical strike chance increased by 10%.
Each "stage" contains its new buff and includes the buffs of the lower stages. So if you roll stage 4 "Jackpot", you are getting increased crit chance and all the other buffs at the same time.
Stage 1 "One of a Kind" is not very good on its own and will quickly drain your energy if you are stuck with it for very long. Fortunately, Outlaw uses the talent
Loaded Dice to guarantee at least Stage 2 most of the time and
Keep it Rolling to extend the uptime on the higher stages.
The probability of rolling each stage appears to be 55% / 30% / 10% / 5%.
Almost all of Outlaw's AoE damage is done through passively cleaving via
Blade Flurry which must be maintained at all times in AoE.
Our "builders" are
Blade Flurry (in AoE),
Pistol Shot (with the Opportunity proc), and
Sinister Strike. Our "finishers" are
Between the Eyes,
Killing Spree (if taken),
Dispatch, and
Slice and Dice. SnD is automatically casted by Dispatch so you typically only have to cast it once at the start of a key and never again.
Between the Eyes is our priority finisher that deals our highest damage-per-cast and also applies a damage buff. Repeatedly using BtE will cause the damage buffs to overlap though not refresh in duration. BtE will constantly reset its own cooldown via
Ace Up Your Sleeve so it is imperative that you react to the proc.
Adrenaline Rush is our "cooldown" though it is not a burst ability you save for opportune moments, rather you mostly use it on cooldown as a necessary part of Outlaw's momentum. It generates
Loaded Dice and makes your rotation faster, if skipped it then you quickly lose cooldown reduction on it. With standard gameplay it should have about 40% uptime.
AR has the undocumented effect of lowering your GCD based on your haste, down to 0.8s with 25% haste.
Energy is a major bottleneck for Outlaw this expansion, especially with the
Trickster hero tree . We take nearly every energy talent possible and need to approach 25% haste to feel energy saturated. We rely on
Thistle Tea for energy; playing poorly or simply getting unlucky can drain Tea too fast and you will stall on energy later. Longer fights where Tea naturally runs out can cause Outlaw to struggle with energy if you get below average RNG.
We lost
Float Like a Butterfly and no longer stack Versatility so our defensive power is noticeably weaker than previous expansions.
Feint still costs energy which can sometimes be a hindrance with our current energy economy.
Auto-attacks are a large portion of our damage (like 15%) which makes
Bloodlust a little more valuable than previous expansions.
Notable Talent Rundown
The strongest talents in our class tree are
Loaded Dice,
Fatal Flourish,
Deeper Stratagem,
Fan the Hammer,
Ruthlessness,
Ace Up Your Sleeve,
Zero In, and
Blade Rush.
Loaded Dice -> after using
Adrenaline Rush, your next
RTB roll will be elevated 1 stage higher from whatever it was going to be. This effectively turns the RTB stage chances to 0% / 55% / 30% / 15% while Loaded Dice is active, guaranteeing at least stage 2.
Fatal Flourish -> your offhand attacks and
Pistol Shots have a 25% chance to generate 8 energy. This includes our mastery
Main Gauche which is activated by almost all of our skills. So playing Outlaw well and being faster through
AR uptime feeds into itself to generate more energy from our attacks.
Deeper Stratagem gives us up to 7 total combo points and
Ruthlessness causes finishers to naturally refund 1 or 2 CPs.
Fan the Hammer -> with 2 points, causes
Opportunity to generate 3 stacks per proc, and stack up to 6 times. This allows us to be flexible with
Pistol Shot when at 3 stacks and ideally consume it based on remaining combo points.
Ace Up Your Sleeve (with 2 points) -> causes
BtE to have up to a 36-60% chance to reset its own cooldown on use and put you at 5 or 6 CPs (stacking with
Ruthlessness). However we do not use BtE at 5 CPs so if the reset lands you at 5 you still have to use a builder before the next BtE.
Zero In causes auto-attack crits to generate a stacking buff that is consumed by the next
BtE, giving it increased damage and crit chance. An interesting thing here is that because it gives both crit and damage, these stats scale with each other so it is "better" to consume it at high stacks compared to low stacks. So far this does not influence gameplay but it does seem to influence the value of other
BtE related talents, such as
Fast Action.
Blade Rush is an active energy talent that deals solid damage and is also a softcapped source of AoE decoupled from
Blade Flurry. It is also part of our tier set bonus, giving us a brief 5% damage buff on use. It is important to not delay BR as it becomes available to help maintain energy and the tier buff.
Sleight of Hand is a talent we can sometimes take and it increases the base odds of the
RTB stages. After many trials it is thought to cause a stage 1 or stage 2 roll to have a 20% chance to be elevated by +1 stage, while it cannot bump stage 3 into stage 4. However it applies before
Loaded Dice which still results in a greater chance to get
Jackpot when active.
Heightened Rush /
Menacing Rush is a choice node that either increases AR duration or increases your builder/finisher damage during it. Menacing Rush is preferred choice, and tuning aside it also helps give AR some power in vulnerability or priority damage moments.
Dragon-Bone Dice simply enhances the effect of each RTB stage. Most if its power is actually loaded into Stage 4
Jackpot, as +15% crit is essentially +15% dps.
Keep it Rolling is an active 6-minute cooldown that extends the current RTB stage by +30 seconds. If you remember from previous expansions, all the old weirdness with the "container buff" and weakaura reliance is gone. It is simply used to extend the upper RTB stages when available.
Deadly Pursuit is new talent that causes your cooldowns to recharge a bit faster when we have downtime. It's an attempt to help our issue with downtime though its impact is pretty minimal. It only competes with utility talents, lately the consensus is that 5% stamina is better than what Deadly Pursuit provides.
Preparation is an active 4-minute cooldown that resets most of our cooldowns, namely
Adrenaline Rush. It should be used in the raid and is an option in keys. Its main strength is letting you get a second, free
AR whenever you want it, though with a bit of awkwardness. It is not on
Restless Blades so you have some agency when you can press it. In a vacuum you slam it on pull/nearly on cooldown but you should flex its usage based on when vulnerability/downtime/priority add moments will happen as that's where the AR reset will be most useful.
Killing Spree is a finisher that is a channel and is required by
Trickster. Its damage is not impressive and it has random targeting; it has lower priority than
BtE and is fairly awkward in general as a channeled spell that eats into
AR globals.
Deft Maneuvers causes
Blade Flurry to be a builder in AoE at the cost of 45 energy. In 3+ targets it causes BF to be the priority builder when available. Currently it is worth to use in any 2+ targets despite the energy cost.
Supercharger (in the class tree) causes
Adrenaline Rush to "supercharge" your next 2 finishers, adding +3 combo points to whatever CPs they were used at. So if you finish at 7 CPs they are treated as 10 CPs instead. In game, Supercharger causes your 1 and 2 combo points to glow blue when active, but this is just a visual representation that your next finisher will consume one. You still use finishers at the normal rules whether Supercharger is active or not.
Apex talents and Hero Trees
Our apex talent is
Gravedigger. The first 3 talents are simply damage bonuses, while the last talent is an effect that causes
Dispatch to build stacks of
Palmed Bullets, up to 10 stacks. At 6 stacks, your next
BtE will consume 6 stacks to reset itself similar to
Ace and give +6 CPs. So the only added gameplay by this talent is reacting to the proc. The proc does have a travel time, which is usually near instant but on the larger raid bosses there is about a half-second delay. On bosses like Vorasius and the Dragon duo you should track
Palmed Bullets to see when BtE will reset.
Our two hero trees are
Fatebound and
Trickster. Gameplay wise, they are both relatively low impact and don't change the rotation significantly.
Fatebound causes your finishers to flip between Heads or Tails coins which are essentially just damage bonuses. Fatebound also gets extra CPs, energy, and
Opportunity proc chance which is nice for consistency. You do not need to track the Coin buffs, they do not influence decision making.
Trickster causes your attacks to periodically proc
Unseen Blade which applies the
Fazed debuff, causing your targets to take more damage and prevent parrying. It causes
Killing Spree to generate 2 free uses of Unseen Blade to be consumed by your next 2 builders so that is why KS is required by the tree. It also generates a finisher bonus through
Flawless Form and causes Dispatch to transform into
Coup de Grace after 4 Unseen Blades, though you do not need to track either of these things, for Outlaw they just happen when they happen and don't influence decisions.
As of 12.0.5,
Trickster has a reworked talent
Cloud Cover, which causes
AR to place a smokescreen that enhances the
Fazed debuff for 6s, and lingers for another 6s when you exit the smoke. Currently this talent is bugged and you don't need to worry about standing inside the smoke-- the Cloud Cover buff will refresh on you when the smoke expires whether you are in the smoke or not.
The
Trickster tree is mildly ahead in all content by about 1-5% so it is recommended.
Fatebound is more comfortable with resources and when
Thistle Tea runs out in keys, so it is perfectly acceptable to play it.