Outlaw Rogue
PvE guide, updated for Patch 12.1.5
DPS Rotation & Cooldowns
How to play Outlaw Rogue in each rotation style: the full rotation SimulationCraft sims play by default, and the game’s Assisted Highlight and One Button rotations beside it.
Rotation style comparison
How Outlaw Rogue’s DPS compares when using the game’s assisted modes instead of the full rotation, based on Single Target simulations.
- Full rotationBaseline
- Assisted Highlight-15.4%
- One Button-31.2%
The full rotation is the one SimulationCraft’s sims play by default. Its priority list is SimC’s own for the spec, read here for one build and one kind of fight.
Rotation
Beta15 abilities- 1StealthWhen ready
- 2KickWhen ready
- 3Adrenaline Rush
- 4Preparation
- 5Keep It Rolling
- 6Roll the Bones
- 7Blade Rush
- 8Racial abilityWhen ready
- 9Between the Eyes
- 10Pool resources
- 11Killing Spree
- 12Coup de Grace
- 13Dispatch
- 14Pistol Shot
- 15Sinister StrikeWhen ready
Every step also needs the ability off cooldown and affordable. Range checks are left out. A blank Targets cell means any number of targets.
Before the pull
Things to do before entering combat.
- 1Apply PoisonWhen ready
- 2StealthWhen ready
- 3Adrenaline RushWhen ready
- 4Slice and DiceWhen ready
- 5Roll the BonesLoaded Dice active
Cooldowns
When each cooldown was used across the sample fight, so you can see how often each comes back and which ones line up.
- Light's Potential1
- On-use items4
- Keep It Rolling5
- Preparation2
- Roll the Bones4
Sample opener
One simulated fight from the start, played by this list on the profile in the Gear section with the guide’s Single target build, whichever build the list above is read for. Procs and timing change the order from fight to fight, so use it to get a feel for the start rather than as a script.
The full priority list
simc@d38855bEverything above is read from this SimulationCraft list, including the steps the page hides (the potion and on-use items) and the branches your build and fight leave out.
# This default action priority list is automatically created based on your character. # It is a attempt to provide you with a action list that is both simple and practicable, # while resulting in a meaningful and good simulation. It may not result in the absolutely highest possible dps. # Feel free to edit, adapt and improve it to your own needs. # SimulationCraft is always looking for updates and improvements to the default action lists. # Executed before combat begins. Accepts non-harmful actions only. actions.precombat=apply_poison,nonlethal=none,lethal=instant # Snapshot raid buffed stats before combat begins and pre-potting is done. actions.precombat+=/snapshot_stats actions.precombat+=/stealth,precombat_seconds=2 actions.precombat+=/adrenaline_rush,precombat_seconds=1,if=talent.improved_adrenaline_rush actions.precombat+=/slice_and_dice,precombat_seconds=1,if=talent.improved_adrenaline_rush actions.precombat+=/roll_the_bones,precombat_seconds=0,if=buff.loaded_dice.up # Executed every time the actor is available. # Restealth if possible (no vulnerable enemies in combat). actions=stealth # Interrupt on cooldown to allow simming interactions with that. actions+=/kick actions+=/variable,name=ambush_condition,value=(talent.hidden_opportunity|combo_points.deficit>=2+talent.improved_ambush)&energy>=50 # Use finishers if at -1 from max combo points, but Fatebound uses Dispatch at -2. actions+=/variable,name=finish_condition,value=combo_points>=cp_max_spend-1-(!cooldown.between_the_eyes.ready&hero_tree.fatebound) # Use Dispatch early with MID2 4pc proc but not as priority over other finishers. actions+=/variable,name=finish_condition,value=1,if=buff.fang_strike.up&!cooldown.between_the_eyes.ready&!cooldown.killing_spree.ready actions+=/variable,name=blade_flurry_sync,value=spell_targets.blade_flurry<2&raid_event.adds.in>20|buff.blade_flurry.up actions+=/call_action_list,name=cds actions+=/run_action_list,name=finish,if=variable.finish_condition actions+=/call_action_list,name=build actions+=/arcane_torrent,if=energy.base_deficit>=15+energy.regen actions+=/arcane_pulse actions+=/lights_judgment actions+=/bag_of_tricks # Builders High priority Ambush with Hidden Opportunity. actions.build=ambush,if=talent.hidden_opportunity&buff.audacity.up # With Deft Maneuvers, build CPs with Blade Flurry at 3+ targets. At 2 targets, use to fill a remaining 2 CPs. actions.build+=/blade_flurry,if=talent.deft_maneuvers&spell_targets>=3-(combo_points.deficit=2) # With Audacity + Hidden Opportunity, consume Opportunity to proc Audacity any time Ambush is not available. actions.build+=/pistol_shot,if=talent.audacity&talent.hidden_opportunity&buff.opportunity.up&!buff.audacity.up # With Fan the Hammer, consume Opportunity if at max stacks or if it will expire. actions.build+=/pistol_shot,if=talent.fan_the_hammer&buff.opportunity.up&(buff.opportunity.stack>=buff.opportunity.max_stack|buff.opportunity.remains<2) # With Fan the Hammer, consume Opportunity if it will not overcap CPs. Fatebound with stage 2 RTB tries to avoid consuming PS at 1CP. actions.build+=/pistol_shot,if=talent.fan_the_hammer&buff.opportunity.up&(combo_points.deficit>=(1+talent.quick_draw+(talent.quick_draw*talent.fan_the_hammer.rank))&(combo_points>1|rtb_buffs<2|!talent.deal_fate)) # If not using Fan the Hammer, then consume Opportunity based on energy, when it will exactly cap CPs, or when using Quick Draw. actions.build+=/pistol_shot,if=!talent.fan_the_hammer&buff.opportunity.up&(energy.base_deficit>energy.regen*1.5|combo_points.deficit<=1|talent.quick_draw.enabled|talent.audacity.enabled&!buff.audacity.up) # Fallback pooling just so Hidden Opportunity builds do not skip Ambush at low energy. actions.build+=/pool_resource,for_next=1 actions.build+=/ambush,if=talent.hidden_opportunity actions.build+=/sinister_strike # Cooldowns Maintain Adrenaline Rush. Has a cursory check to try not to send if immediate downtime is expected. actions.cds=adrenaline_rush,if=!buff.adrenaline_rush.up&(raid_event.adds.remains>5|raid_event.adds.in<5|raid_event.adds.in>30) # Maintain Blade Flurry at 2+ targets. actions.cds+=/blade_flurry,if=spell_targets>=2&buff.blade_flurry.remains<gcd # Use Preparation to reset Adrenaline Rush, Between the Eyes, and Killing Spree. actions.cds+=/preparation,if=cooldown.adrenaline_rush.remains>30&!cooldown.between_the_eyes.ready&!cooldown.killing_spree.ready|fight_remains<30 # Use Keep it Rolling with at least stage 3 of RtB. actions.cds+=/keep_it_rolling,if=rtb_buffs>=3 # Use Roll the Bones if not active, or reroll for stage 2. Roll over stage 2 if both Loaded Dice is active and using KIR. actions.cds+=/roll_the_bones,if=!buff.roll_the_bones.up|rtb_buffs=1+buff.loaded_dice.up&talent.keep_it_rolling # Use Blade Rush if using MID1 tier, or at 3+ targets. At 1-2 targets, avoid pressing during Adrenaline Rush if using Menacing Rush. actions.cds+=/blade_rush,if=set_bonus.mid1_2pc|spell_targets>=3|!buff.adrenaline_rush.up&talent.menacing_rush # Hidden Opportunity builds use Vanish or Shadowmeld for an extra Ambush in between procs. actions.cds+=/vanish,if=!variable.finish_condition&talent.hidden_opportunity&!buff.audacity.up&!buff.opportunity.up actions.cds+=/shadowmeld,if=!variable.finish_condition&talent.hidden_opportunity&!buff.audacity.up&!buff.opportunity.up actions.cds+=/potion,if=buff.bloodlust.react|fight_remains<30|buff.adrenaline_rush.up actions.cds+=/blood_fury actions.cds+=/berserking actions.cds+=/fireblood actions.cds+=/ancestral_call # Default conditions for usable items. actions.cds+=/use_items,slots=trinket1,if=buff.between_the_eyes.up|trinket.1.has_stat.any_dps|fight_remains<=20 actions.cds+=/use_items,slots=trinket2,if=buff.between_the_eyes.up|trinket.2.has_stat.any_dps|fight_remains<=20 # Finishers Prioritize Between the Eyes unless you can spend the final Supercharger on Killing Spree. actions.finish=between_the_eyes,if=!(buff.supercharge_1.up&!buff.supercharge_2.up)|!talent.supercharger|!cooldown.killing_spree.ready actions.finish+=/pool_resource,for_next=1 # Always attempt to Supercharge Killing Spree unless Adrenaline Rush is horrifically desync'd. actions.finish+=/killing_spree,if=buff.supercharge_1.up|cooldown.adrenaline_rush.remains>120|!talent.supercharger actions.finish+=/coup_de_grace actions.finish+=/dispatch
Is this rotation built for your talents?
The rotation follows your talent build. Sim your highest-DPS build on your own gear, for the mode and rotation style you play.