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Outlaw Rogue Rotation and Priorities
This section of the Outlaw Rogue guide provides an overview of all spec abilities, when and how to use them. This guide is written by
, a Rogue in SPK. You can watch Gray_Hound on
Rotation & Abilities
Macros & Addons
Outlaw Rogue Basic Abilities
s to fill your
for a small period of time, but also making finisher moves cost health to be used during this effect.
Generating Damage Abilities
es the target, dealing moderate amount of damage. Requires
- Draws a pistol and fire a quick attack for a small amount of damage, slowing the target for a brief period of time.
- Strikes the target for a small amount of damage. Has a chance to strike twice, generating more
and making your next
Main Finishing Moves
- Deals small amount of damage with your pistol and stuns the target based on the amount of
- Deals high amounts of damage based on the amount of
- Roll dices, gaining combat bonuses depending on the values rolled. Lasts longer the more
- Increase your energy regeneration and attack speed for a moderate amount of time.
- Activate to make your melee attacks all nearby enemies for a part of their damage. Reduces energy regeneration while active.
- Provides a moment of immunity against magic effects, removing current effects in the process.
- Drink a potion that heals you for a large amount of your health.
- Reduces the damage received from Area of Effect abilities.
- Parry all melee attacks for a moderate amount of time, dealing small amounts of damage in return.
- You have increased base movement speed and take less falling damage.
- Mastery gives you a chance that main hand attacks also attack with your off-hand, dealing a small amount of damage.
- Off-hand attacks generate energy.
- Finishing moves have a chance, increased by the amount of
used, to generate a
s the target, causing it to wander disoriented for a long period of time.
s a normal enemy to fight at your side for 5 minutes.
generator, stuns the target for a brief period of time. Requires
- Throws a
ion, attracting attention of enemies for a moment.
generator, incapaciting the enemy for a brief amount of time.
- Interrupts the target's spell cast.
- Unlocks locked chests and doors.
- Pick the target's pocket.
- Incapacitates a target not in combat for long period of time.
- Creates an area around you that
s all party and raid members for a short amount of time.
- Increases movement speed for a brief period of time.
- Redirects all threat generated to another ally for a long period of time.
- Enter in
, increasing movement speed and damage dealt. Must be used out of combat.
- Enter in a state of increased
for a moment and then enters
with 5+ combo points.
You should recast
with 5+ combo points until you get two or more buffs. You can benefit greatly from
for that. When you get a "good" set of buffs, do not reroll for pandemic until only a few seconds remain.
The buffs you can get with
at 5+ combo points.
when you have Opportunity procs.
Cleave damage (damage to secondary targets)
at 2+ targets.
AoE Damage (damage to all targets)
at 2+ targets.
on cooldown at 3+ targets.
T20 2 piece: Gain 5% critical hit chance from free uses of
T20 4 piece:
persists for 8 sec longer when it ends, at half power.
T19 2 piece: More
es, which leads to slightly more energy generation via
T19 4 piece:
has a 25% chance to make your next
free. Makes the spec more energy efficient.
's damage increased by 20% of your increased movement speed.
, +speed tertiary stat gear, and other buffs factor into this.
deals increased damage for the first few seconds after activation. Useful for increased burst AoE.
: Theoretically okay when you're having to use
a lot to stun mobs. Still wouldn't recommend over other options.
: Combo point generating abilities such as
deal additional damage to all targets in front you. Because
is such a large component of Outlaw's damage, Insignia of Ravenholdt will likely be the go to for sustained cleave.
: Your attacks deal 30% additional damage as Physical damage to targets above 90% health.
: Finishers reduce cooldown of
: While Stealth is active and for 6 sec after breaking Stealth, your Critical Strike chance is increased by 100%.
Offensive Cooldowns (no talents)
: Increases Energy Regen and attack speed for 20 seconds. Use on cooldown.
fill up all of your combo points for the duration. Finishers cast during Dreadblades deal damage equal to 5% of your current health. Use on cooldown.
Defensive Cooldowns (no talents)
: Provides one second of magical immunity and four additional seconds where you resist all spells. Useful for surviving or avoiding magic based mechanics and damage.
: Not a cooldown, but for 35 energy and a global, you can mitigate 50% of all AoE damage for five seconds. Certain boss abilities are not considered AoE abilities.
: Spend some energy to regenerate 30% of your health over 6 seconds. Useful when having to survive for an extended amount of time without a healer.
: Lets you drop all threat and restealth. Can occasionally mitigate certain directly targeted boss abilities.
: Riposte is an improved form of
for Outlaw Rogues. As a rogue, while you should not be getting meleed, unexpected things such as the tank dying can and do happen in PVE content. Riposte can help you and your group survive in these sorts of situations.
: Good for stunning an mob that you don't want casting, moving, or attacking while your group is burning it down. Can be used from range.
: Similar purpose to
, however, it's only only usable while stealthed but doesn't cost Combo Points
: An incapacitate on a short cooldown. Occasionally useful in Mythic+ dungeons to act as an additional interrupt.
: You run 70% faster for 8 seconds. It lets you…sprint from one point to another.
: Mobility spell that allows you to leap to a point you aim at.
: Rogues' spell interrupt. Use to interrupt your target's spell cast.
: Use to redirect threat onto a friendly player. Great for casting on a tank on the prepull in order to give him a bit extra threat. Can also be used mid-pull on freshly spawned mobs so that they go to the tank instead of a healer.
: When used in conjunction with
, can be used to provide an additional niche stun or silence respectively.
: Use Blind to crowd control a mob and prevent it from attacking your group.
Be smart with stuns on priority kill targets. You stuns will not only keep a mob locked down, but also increase the damage done to them when running when running
to interrupt important spell casts in groups as much as possible. A good Kick can mean the difference between whether or not your group ends up wiping in a Mythic+ 5 man because a cast got off.
Make proper use of your Defensive Abilities, such as
, to maximize uptime and mitigate damage taken. These are what makes Rogues sometimes gamebreaking in Mythic progression, so learn to love these two abilities.
Use abilities like
to occasionally allow your group to skip mobs they don't have to kill.
to avoid potentially dangerous boss mechanics or to maximize your uptime in situations that requires lots of movement.
Solo'ing World Quest Tips and Tricks:
in order to keep your health bar in a nice spot.
Group World Quest Tips and Tricks:
assigned as your bodyguard/follower out in the world. Doing so gives you a three minute cooldown that deals up to 90% of the target's health in damage instantly. It's possible for
s to effectively solo Rare Elite World Quests that would normally require 3-5 people using this follower ability.
How to analyze logs and your performance:
Focus on mechanics/damage taken, first. Did you get hit by too many mechanics that could have been avoided? Did you die to something silly? Could you have have prevented a death by using one of your defensives?
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