#Otl - Advanced info
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This section contains ADVANCED rules and explanations for Outlaw's HO and KIR builds. A quick and easy priority list is found here. This section is supplementary for those looking for more info after reading the initial priority list.
Mechanic Explained —
Roll the Bones "Container Buff"
The reason we roll after pressing
KIR is because of
RTB's "container buff" mechanic.
When you cast
Roll the Bones, you gain your normal buffs (such as 30-39s of
Broadside), and then you also gain a hidden buff simply called Roll the Bones (also for 30-39s). This hidden buff is called the container buff.
The idea is that any RTB buffs that have a greater duration than the container buff will not get rolled away after pressing
Roll the Bones. When you press
KIR, all your buffs are shoved ahead of the container, and therefore don't get rolled away.
This weakaura can perhaps help you understand it, as it tells you which buffs are ahead of the container.
^Here for example, I have four buffs. Two normal buffs, and two buffs from
Count the Odds.
^Now I just pressed
KIR, so all the buffs are shoved ahead of the container. When most buffs are yellow, that's when you roll again. From natural gameplay you may have an extra non-yellow buff from
CTO, that's fine, you would still roll.
Bottom line is that when you KIR 4 buffs and then roll, you might get a buff you are missing or you might get a buff you already have, but either way it is worth for Supercharger.
More info —
Roll the Bones
Unlike previous tiers,
RTB does not really have a minmax ruleset compared to the generic rules. However, there are some additional ideas to consider.
How to use
RTB:
(Assuming
Loaded Dice, season 3 tier and
Supercharger)
- Roll if you have 0 or 1 buffs.
- Roll if you have 2 buffs and
Loaded Dice is active. - Roll once asap after pressing
KIR, as your buffs don't get rolled away. Use this weakaura to see when your buffs don't get rolled away (yellow border). - After the KIR roll, continue to watch the weakaura as buffs tick down. As your buffs expire you may hit a point where your remaining buffs are yellow and you can roll again.
One thing to remember is that you can prepull 2 stacks of
Supercharger and it does not expire. So before a raid boss, you should RTB >45s before the pull, like when walking to the boss or after a wipe. And before a key, you can RTB at some point before entering the dungeon. You would then open with
AR followed by
RTB again to get 4 stacks of Supercharger, but in raid this must be after combat begins, or the 3rd and 4th
Supercharger stacks will be lost.
If you are playing
KIR 1FTH, it should be known that this build really likes having
Broadside active. While it's not an "official" rule, it is possible to adjust the RTB rules try not to purposefully roll away a
Broadside especially if
KIR is ready.
- For example, say you have the 2 buffs
Broadside and
Ruthless Precision active, and
Loaded Dice is active, and
KIR is ready. The official rules would tell you to roll over those 2 buffs, however in this case it is fine to keep them until you get enough buffs to press
KIR.
Lastly it is generally fine to roll inside
Subterfuge, because it is good to spend
Supercharger on Crackshot
BtE. Also rolling in stealth stops you from wasting cooldown reduction on RTB.
If you are still playing the old tier set, click here to view old RTB rules.
Optimizations —
Keep it Rolling
It is possible to optimize KIR usage, though it is not a huge gain over the typical 4 buff rule.
-
If you roll a natural 5 buff, then don't
KIR immediately. You should try to wait for the final 6th buff to be obtained from
Count the Odds, especially if you are still missing
Broadside,
Ruthless Precision or
True Bearing. -
While the official rule is 4 buffs, you can press
KIR at 3 buffs and the expected dps loss is minimal. Especially if you have a
Broadside, then you may prefer to KIR immediately at 3 instead of 4. -
It's worth saying that there are many
KIR rules that have little impact on simulated DPS, so you are honestly free to feelycraft with it. This includes generally using KIR at the last second of 4 buffs just in case you will get another from CTO. Just don't try to force a
KIR at 2 buffs or wait until only 5 buffs.
Optimizations —
Pistol Shot
For
KIR builds, the simplified
Pistol Shot rule is to send when at 3 CPs or below, unless at max stacks. However, it is possible to optimize this rule.
- The "real"
Pistol Shot rule is to send Pistol Shot specifically when it won't overcap CPs, unless you are at max stacks. - That means with 2 points in
Fan the Hammer, Pistol Shot is sent at 3 CPs or fewer. If
Broadside is active, Pistol Shot is sent at 1 CP only, unless at max stacks. - With 1 point in
Fan the Hammer, the rule is offset by +1 CPs. So Pistol Shot is now sent at 4 CPs or fewer, and if
Broadside is active, Pistol Shot is sent at 2 CPs or fewer unless at max stacks.
For
HO builds, normally you do not send
Pistol Shot inside stealth, but there is a minmax condition where you can:
- Consume
Opportunity inside
Subterfuge if you have
Broadside active, exactly 1 CP, and 6 stacks of
Opportunity.
- This happens to be a CP efficient way to quickly get at max CP
BtE during
Subterfuge, while also not being too trigger happy with Pistol Shots as there is still value in having
Opportunity available to use when
Subterfuge has ended. - You can also consume
Opportunity inside
Subterfuge if you don't have the energy for
Ambush.
- This happens to be a CP efficient way to quickly get at max CP
Optimizations —
Adrenaline Rush
Adrenaline Rush is used on cooldown at low combo points for its CP generation, even if it is already active. However it should be known that you can flex this rule if it would help you maintain AR through certain mechanics or forced downtime. For example in Dawnbreaker, if you know you have to take flight soon then you should attempt to hold
AR instead of wasting most of the duration while in downtime where you can't
Stealth.
Optimizations —
Between the Eyes
In the simple rotation, all builds use
BtE on cooldown, but
Fatebound builds can optimize this a bit further and only use
BtE outside of stealth if
Ruthless Precision is active OR just to maintain the crit buff
BtE provides. Note that this does not make a noticeable difference for
Trickster builds.
The reason for this is mainly because of
Mean Streak, which makes
Dispatch more likely to flip the coin you already have.
Optimizations —
Vanish
The simplified rule is just to
Vanish at high CPs during
AR. However, it should be emphasized that as long as
Adrenaline Rush is active and ticking, then you don't have to
Vanish immediately, there are many ways to be flexible with it for optimal output.
If you are not at immediate risk of losing
AR, then
Fatebound tries follow these rules:
- Hold
Vanish until
Ghostly Strike is ready, and send Vanish into GS so you break stealth with GS. - More info in the
Fatebound section.
Similarly, if you are not at immediate risk of losing
AR, then
Trickster tries follow these rules:
- Hold
Vanish if
Killing Spree's cooldown is under 20s or so, so you can use KS first to not waste cooldown reduction during stealth. - Also hold
Vanish until shortly after the double
Coup de Grace is used, so you have >10
Flawless Form stacks going into stealth.
For both builds, sometimes you will have to ignore these rules and
Vanish immediately to not lose
AR, even at low CPs. You should also be cognizant of not overcapping
Vanish charges, especially in keys where you might walk into the next pack with nearly full charges and end up wasting a bunch of CDR with your natural stealth window.
Lastly, the above rules are the main conditions for flexing
Vanish casts, though it can also be a judgement call for many different situations:
- Consider sending/holding Vanish for vulnerability windows
- Consider sending Vanish if you will hit more targets now compared to holding it
- Consider holding Vanish for upcoming mechanics
- Consider sending Vanish to preserve
AR during in-combat intermissions/downtime (such as right before the stun on last boss Workshop). - Consider sending Vanish if the fight is about to end
Optimizations —
Trickster
In addition to the the
Vanish rules, there are two further optimizations for
Trickster. One of them requires a weakaura.
This WA tracks when
Unseen Blade procs are guaranteed. The way
Unseen Blade works is that it has a natural 20s timer, but also pressing
Killing Spree gives you 2 guaranteed
Unseen Blade procs, where you know your next
Sinister Strike will proc it. The 20s timer will randomly reset with auto attacks which cannot be tracked, though you can see if you are approaching 20s without a reset.
So these are the optimizations:
- For
KIR builds, if you have a guaranteed
Unseen Blade proc, then prioritize
Sinister Strike over all other builders -- including
Blade Flurry and
Pistol Shot.
- So this generally means after
Killing Spree your next two builders will be SS.
- If you meet the condition to cast
Coup de Grace, and you need to build combo points: you would rather send
Coup de Grace at low CPs instead of pressing
Sinister Strike.
- This includes the second Coup from the tier set. So it is normal to Coup > Opportunity > Coup, but you would not Coup > SS > Coup, you would rather just send the second Coup early.
The goal here is to, on average, cycle through
Escalating Blade faster to get more
Coup de Grace casts without being too disruptive to the current rotation.
These rules are pretty minor and you have to track it with a noisy weakaura, so it's really when you have the core of Outlaw down and still want something else to think about.
Optimizations —
Fatebound
As mentioned,
Fatebound wants to send
Vanish with
Ghostly Strike, so you break stealth with GS and get 3 of each coin.
Additionally, sometimes you will be able to
Vanish into
Ghostly Strike +
Adrenaline Rush at the same time (macro), this will give you 6 of each coin (which is a bug).
To best enable this behavior you have to follow these rules with GS/AR:
- If you DO NOT have
Vanish charge, then send GS and AR on cooldown. Even if Vanish is 20 seconds away-- you don't hold GS/AR.
Fatebound is very picky about not losing CDR on GS/AR if possible. - If you DO have a
Vanish charge, then hold
GS and try not to use
AR, though you of course don't let it expire.
So then you will
Vanish into
GS, but if AR happens to be ready, you will Vanish into AR+GS at the same time.
/cast Adrenaline Rush
/cast Ghostly Strike```
^This is the macro that  **Fatebound** uses for the __opener__ but you can also re-use it for Vanish, as you will always Vanish into GS and sometimes with AR. The cancelaura Stealth doesn't matter for Vanish, it just lets you not have 2 different macros.
Ultimately in raid, your first Vanish will be with GS, and then your second Vanish will likely be with AR+GS, and then it will alternate between GS and AR+GS for the next few Vanishes but as time goes on AR is expected to desync.
Optimizations —
Blade Flurry
If you have
Deft Maneuvers, normally you send BF as a builder at 4+ targets. However, at specifically 3 targets, it is possible to send
BF if you are missing CPs equal to the amount BF will give you. So that means sending BF at 4 CPs without
Broadside, and at 3 CPs with
Broadside.
This still does not make
Deft Maneuvers actually worth it at 3 targets in the raid, but if you somehow find yourself in this scenario this it is something to think about.
Additional Rules — Openers
(Prepull >45s)
Roll the Bones to gain 2 stacks of
Supercharger.
(Prepull ~5s)
Blade Flurry (on nothing, if you know there is upcoming AoE) >
Stealth.
(On pull)
Adrenaline Rush +
Ghostly Strike >
Roll the Bones >
Between the Eyes.
From this point. you are in a
Subterfuge window for 6 seconds so you continue your normal rotation (build accordingly and spend CPs on
Between the Eyes). Then since
Vanish is at 2 charges, you Vanish > BtE and begin a new window. However if
Killing Spree is talented then it has higher priority than using Vanish.
Fatebound should open with a macro to get 6 of both coins:
/cast Adrenaline Rush
/cast Ghostly Strike```
Followed by RTB into BtE. This is because of a bug where Double Jeopardy can apply to both AR and GS if you use them both at the same time.
There is also a bunch of **pre-key** fuckery that you can do before starting M+:
-  **RTB** TWICE some time before entering dungeon to get 4 Supercharger stacks. These stacks don't have a duration.
- Just before key placement use  **AR** into  **KS** to get  **Loaded Dice** and 2 free **Unseen Blade** procs.
-  **KS** will consume one stack of Supercharger but the 3rd+4th stack are removed when the key starts anyway.
- During the bubble, DO NOT  **RTB** or recast  **AR** as you will lose the CPs and Supercharger stacks when the bubble ends.
- After the bubble drops use  **RTB** again (now back at 4 stacks of Supercharger).
- Before entering the first pack  **BF** into  **Stealth**.
- Open onto the pack with  **AR** into  **BtE**.