Outlaw Rogue

Get Started. It's Free
or sign up with your email address
Rocket clouds
Outlaw Rogue by Mind Map: Outlaw Rogue

1. targeting and swapping

1.1. 1) Main target

1.1.1. Targeting - Consider sitting on the mage whenever you're not swapping to the healer against rogue mage healer

1.1.1.1. You can stop cc and keep him slowed, to stop him from constantly freecasting into whoever he wants. Being on the mage allows you to both create pressure on a target while attempting to play safe by stopping cc as needed.

1.1.2. Targeting - Consider sitting on the hunter whenever you're not swapping to the healer against kfc

1.1.2.1. It's harder to cc a hunter because he's a ranged damage dealer and mobile, whereas it's much easier to cc a warrior with novas, mc, polymorph etc. Being on the hunter means that your team is able to stop as much damage as possible because you get the most cc overall on the enemy team (by being able to cc the warrior more). BM hunters also only have wyvern as cc and being on him makes it really easy to stop these whenever you can

1.1.3. Targeting - Consider sitting on your primary target (usually a dps) when you can't go on a healer with stuns

1.1.3.1. Doing this will stop damage/cc and is the best way for you and your team to stay in control of the game. Especially great vs. casters as you have kick to stop important casts

1.2. 2) Swapping to healers

1.2.1. Swapping - Consider swapping to a healer when your main target recovers and you don't have anymore cc for the healer

1.2.1.1. Stunning a healer obviously counts as cc, and builds spread pressure which is good as it's difficult for healers to heal multiple targets.

1.2.2. Swapping - Consider swapping to a healer when you can no longer cc them if the dps are both bad targets for you

1.2.2.1. If you're unable to continue a cc chain onto a healer and you're playing against dps that are bad targets because they are relentless orcs

1.2.3. Swapping - Consider swapping to a holy paladin when they use 100% sacrifice on your main target

1.2.3.1. Whenever a paladin uses hand of sacrifice on your target and they can't be cc'd by your team, they are a great target to swap to. Stunning them will prevent them for healing the original target that's now unable to take damage so you're stopping them from healing and you're also pressuring them which sort of wastes their hand of sacrifice

1.2.4. Swapping - Consider swapping between your main target and the healer whenever the healer comes off of stun DR

1.2.4.1. Depending on the comp that you're playing, you may either be waiting for cc from your team to set up on a healer, or you may just be swapping immediately on DR's. When playing with a priest, you will generally want to wait for your priest to have silence ready for a swap and have some sort of cc for the dps (hex/fear), but when you're playing with a mage, you're more likely to swap onto a healer when your mage is done polying them, and then swap back onto a dps when the dps is off stun dr and the healer can be poly'd again etc.

1.2.4.2. This seems to be an overarching concept of outlaw rogues. In most matchups, you basically have a primary kill target which is generally the dps you need to peel the most, and a secondary kill target which is generally the healer. In order to be successful, you should be constantly swapping between DRs on those two targets and dealing damage to them in stuns. This mostly happens because in Legion, there isn't as much cc, for example when playing with a mage, they no longer have a stun which makes stun swaps onto a healer a lot more valuable then in the past, where you would find your frost mage attempting to get cc with a deep freeze into a polymorph, which is no longer the case

1.2.5. Swapping - Consider swapping to a healer once the enemy team has no more defensive cds

1.2.5.1. If you're able to burn through all of the enemy teams defensive cds (like life swap/link vs rps) then their healer becomes vulnerable and can die in one switch

1.2.6. Swapping - Consider swapping back to a dps after forcing cooldowns from a healer

1.2.6.1. Sitting on a healer who is easily capable of outhealing all of your damage because they used major cds means that you're not going to accomplish much by sitting on them. You're overall pressure will immediately plummet when the healer uses those cds, and by staying on the healer, you potentially keep yourself in a bad position which can you can be punished for

1.3. 3) Tunneling healers

1.3.1. Targeting - Consider tunneling a healer if they are running low on defensive cds and you're able to stop them from topping themselves

1.3.1.1. As long as you're safe to do this because you have defensive cds ready and you and your team can support being offensive on their healer with CC, it's great to stick to a healer if you can actually continue to pressure them while preventing their heals. This is generally the best way to actually create and keep pressure if you can do it without falling behind.

1.4. 4) Swapping to the other DPS

1.4.1. Swapping - Consider swapping onto your non secondary target with your stun in order to get the most out of your stuns if you know that you're going to be peeled by that target because your team has no cc for them

1.4.1.1. Usually you just want to swap between two targets because there's too many defensive cds to go through if you're cycling through three targets, however if your team doesn't have cross cc for a dps that can peel you, there's no point in attempting to hit your secondary target as you'll just get peeled during your stun on them

1.5. 5) Defensive swaps

1.5.1. Swapping - Consider sitting on a mage whenever he's attempting to polymorph your healer if your team is under pressure and you can't setup cross cc

1.5.1.1. If you're able to just cc the enemy team and go onto their healer, you won't be at risk of the mage cc'ing your healer, however if your team is unable to do this and you're behind (meaning no defensive cds/low health etc.) then you're better of sitting on the mage to ensure he doesn't polymorph your healer while your team stabilises and you wait for a better opportunity to swap onto a healer

1.6. 6) Setting up with gouge

1.6.1. Setting up - Consider using gouge on someone before setting up to get a combo point to allow you to use a marked for death between the eyes at 6 combo points instead of 5

1.6.1.1. Gouge is free when you play with Dirty Tricks and you're more likely to play with this talent because Prey on the Weak doesn't effect Between the Eyes (which you mostly will be using on your target when you're trying to kill them). This means that your energy won't be spent on a gouge just before bursting someone down and you're also able to get to 6 combo points from 0 with a gouge and marked for death between the eyes.

1.6.2. Setting up - Consider using gouge on a melee dps before setting up on a healer with your team to prevent that dps from peeling you and your teammate

1.6.2.1. Stops disarm/stuns etc. on you and prevents interrupts on your caster dps partner. This is a great way to "counter pressure" because if you use your gouge while they're cc'ing your healer, you're able to stop them from creating any more pressure while your healer is cc'd and it enables you to turn the pressure around onto their team without much risk.

1.6.3. Setting up - Consider using gouge to help your mage get cc on a healer

1.6.3.1. If you attempt to use your stun to start cross cc early while your mage is still going for cc, you'll end up wasting a lot of the duration of the stun where your mage isn't doing damage. By using gouge first, your mage can get the cc and then you can use your stun and start bursting together with your mage at the same time

1.7. 7) Swapping for a kill

1.7.1. Swapping - Consider swapping and using all of your offensive cooldowns on a target that doesn't have trinket even without your true bearing buff

1.7.1.1. Although you always want to pair your artifact with true bearing, it is still a great dps cooldown for bursting someone down and can be used to score fast kills on someone that doesn't have a trinket and can be swapped to

1.7.2. True Bearing - Consider swapping to a target that is really far away from their team and using your offensive cds

1.7.2.1. If someone gets feared across the map or is really overextended, you can make a swap with all of your cds if you have true bearing up

2. True bearing

2.1. Setup and Explaination

2.1.1. True Bearing - Consider re-rolling your roll the bones to get true bearing when your team is not under any pressure and you don't have any pressure on their team

2.1.1.1. The reward for using a run through when your team has no pressure is very low. If you have the opportunity during down time to just re-roll your roll the bones and fish for your true bearing buff, you should because this buff is basically what enables you to take control of the game. You can use defensive cds offensively because you'll get them back faster, it lets you get more cc because you have more stuns, resets blind for more cc etc. Basically it just lets you take control of the game - multiple stuns lets you constantly swap on DRs by yourself

2.1.2. True Bearing - Consider using the synergy between true bearing and marked for death in order to increase the number of finishers you're able to use with the true bearing buff

2.1.2.1. When you have the true bearing buff up and your marked for death is coming off cd, use a finisher to reset its cooldown, and then use marked for death to allow you to use another finisher, and then use all of your offensive cds (artifact etc.) and then into another marked for death once your artifact ends

2.1.3. True Bearing - Consider using marked for death, curse of the dreadblades and all of your other offensive cooldowns (such as adrenaline rush and orc racial) when you get your true bearing buff

2.1.3.1. This let's you spam more finishers, your artifact makes every combo point builder generate max combo points. With true bearing, all of your finishers will reduce the CD on your cds by 10-12 seconds (marked for death, ar, grapple, between the eyes, vanish, blind, cloak, riposte and sprint. You get a ton of utility, using cloak offensively and having it back, grapple to swap easy, multiple stuns to swap on DRs, if they're not an orc, you can between the eyes into a between the eyes. It resets marked for death so you can marked for death, spam ur artifact, and then get another marked for death. This basically let's you reset all of your cds. This allows you to almost be unpeelable, let's you swap around with stun and gap closer cd reduction, and basically what will happen during this time is that even though you're not necessarily doing that much more damage, because you're going to have so much more freedom and control to do what you want in the game, you'll just create more pressure this way.

2.1.4. True Bearing - Consider using as many finishers as possible while your true bearing buff is up

2.1.4.1. This will essentially allow you to get more use out of this buff, giving you more cooldown reduction and basically letting you use more abilities

2.2. Max damage in a stun

2.2.1. True Bearing - Consider using as many run throughs as possible while stunning your kill target and also re-stunning them if they're not an orc

2.2.1.1. It's pretty simple but after stunning your kill target, you want to use sabre slash into run through twice and then sabre slash into a dr stun, and then sabre slash into one more run through

2.3. Stun DRs

2.3.1. True Bearing - Consider maximising your stun DR's by using between the eyes on whoever is off stun dr when it comes off cooldown while you have your true bearing buff up

2.3.1.1. You're going to get your stun back within 2 finishers which will easily be reset by things like marked for death (which is readily available during true bearing). There's no opporuntity cost for doing this because it's essentially a free stun on a target and you lose nothing for doing it (besides one evis) - it can help your team by allowing your mage to land sheeps/take less damage etc. but more importantly you're not going to lose out on having that stun for the kill target because it will come of cooldown very quickly

2.3.2. True Bearing - Consider swapping back onto your main target when they come off of stun dr in order to immeditely stun them again

2.3.2.1. Swapping on DRs means that you're always going to be putting out as much cc as possible. You're stopping someone from using defensives and also putting the momentum in your teams favour as their unable to stop anything. In terms of increasing your damage control is king, you get much more value from an eviscerate then a DR stun, even though you get a few extra seconds on your adrenaline rush. Basically a full stun is more valuable then a single evis, but a single evis is more valuable then a dr stun (this is a generalised statement). Essentially, swapping on DRs and constantly getting full stuns on different targets while you have true bearing up stops damage, increases your damage because they can't peel you, helps you get more cc and is just generally what allows you to win games.

2.3.3. True Bearing - Consider using two stuns in a row on your target while you have true bearing up

2.3.3.1. This is great in specific situations. For example if you can use it to stop a healer from healing with their aura mastery, it's great to do

2.4. Healer CC

2.4.1. True Bearing - Consider using between the eyes to continue a cc chain on a healer

2.4.1.1. CC chains are the best way to get the most out of your cc. The longer a cc chain is, the more effective that cc thats being used is. However you should only really be doing this when you have true bearing up as it will mean that you're still able to stun your kill target shortly after stunning the healer

2.4.2. True Bearing - Consider using your blind on a healer as soon it comes off cooldown during your true bearing buff.

2.4.2.1. You will usually have a lot of pressure during your true bearing buff, especially if you've combined it with your offensive cds. Whenever this happens, you should always be ready for your blind to come off cd and use it, as it will generally almost get its entire cd removed during your true bearing, artifact combo

2.5. Hyper Aggression

2.5.1. True Bearing - Consider using your defensive cds, offensively when going for a kill while true bearing and your artifact is up

2.5.1.1. Doing this allows you to ensure that your kill attempt won't be disrupted by most means of cc. Cloak of Shadows will prevent magical cc and riposte will stop most melee cc. You won't be punished because it will come off cooldown very quickly due to true bearing and your artifact.

2.5.2. True Bearing - Consider using cloak of shadows offensively when you have true bearing up to avoid cc

2.5.2.1. You don't lose out on anything because you're going to get it back and if you are good at doing it, you'll be able to avoid cc and use more finishers with your true bearing buff up

2.5.3. True Bearing - Consider using any cooldowns that come off cooldown during your true bearing buff as long as you're going to get a decent amount of finishers used during the remainder of your true bearing buff

2.5.3.1. This is especially true if you have your artifact ready as you'll definetly be able to do many finishers during just a small part of your true bearing buff

2.5.4. True Bearing - Consider using vanish to stun your kill target if you're about to kill them and they trinket you're between the eyes

2.5.4.1. If you're unable to restun their trinket with another between the eyes, you can vanish cheap shot to score the kill

3. damage and cc

3.1. 1) How to deal damage and using roll the bones

3.1.1. Damage - Consider using sabre strike to generate combo points, pistol shot when you get a proc and run through when you're at max combo points (either 5 or 6 depending on your spec)

3.1.1.1. This priority system provides you with the most dps when only focusing on doing as much damage as possible. Even though pistol shot costs less energy then sabre slash, it actually provides you with less dps, even when you consider the increase in combo point generation. You also have a chance to proc an additional sabre strike attack which is what gives you the pistol shots.

3.1.2. Damage - Consider using roll the bones as soon as you get at least 5 combo points if you don't have a buff up

3.1.2.1. Keeping your roll the bones buff up is imperative to outlaw rogue gameplay. If you're not keeping this buff up, your dps will suffer and you miss out on the opportunity to go into true bearing mode where your cooldowns become much stronger

3.1.3. Damage - Consider not re-rolling your roll the bones when your team is under pressure or the enemy team is under pressure

3.1.3.1. When you're really far ahead, you lose too much damage trying to keep searching for "True Bearing" which you would normally want because it just increases your overall utility. Ideally you would always have true bearing up, however if you're ahead and you spend too much time searching for this buff instead of just doing damage, you can allow the enemy team to recover. All of those run throughs add up, and you'll be missing out on a ton of damage. When you're behind, again if you spend too much time looking for your best utility buff, you can get stuck on the back foot because you just don't have any pressure as you're not doing enough damage. Remember that doing a lot of damage is key to your success in arena. All the utility in the world won't help you if you aren't pressuring the enemy team with high dps.

3.2. 2) Stuns

3.2.1. Damage - You should use as many sabre strikes and run throughs as possible during your between the eyes stuns

3.2.1.1. It's important to put out as much damage as possible during your stun windows because this is when you're able to put out the most uninterrupted pressure - your target is locked down and can't get away.

3.2.2. Damage - Consider using your stun on your target as soon as they come off of stun dr

3.2.2.1. It's extremely important to always be aware of your stun DRs because the last thing you want to do is a DR stun.

3.3. 3) Overall goal

3.3.1. Damage - Consider doing as much damage as possible in order to generate pressure and/or keep pressure

3.3.1.1. You should be doing as many run throughs as possible when you're not stunning anyone, and this is especially important if you actually want to be an offensive threat to the enemy team. Healers will have a much easier time healing through your damage if you aren't doing it properly.

3.3.2. Damage - Consider sitting on your main kill target and doing as much damage as possible while waiting for your team to get cc on the enemy teams healer whenever their healer is off polymorph dr

3.3.2.1. This is really important because if you do this and you're actually doing a ton of damage, as soon as your team is able to cc their healer, you would of already dropped your kill target below 100%. This goes a long way to actually scoring kills while you have a healer in cc

3.4. 4) Offensive CDs (No True Bearing)

3.4.1. Damage - Consider using tricks of the trade (with the thick as thieves talent) whenever you stun your target and are attempting to burst them down (not necessarily with offensive cds)

3.4.1.1. As an outlaw rogue, you do the most damage while your target is stunned because they're unable avoid any damage or use any defensive cds, so you're guaranteed to land all of your damage on them during this time - it's a safe way of ensuring you get the most of your tricks. It's also a matter of bursting during cross cc, as you're always more likely to have cc on a healer during your stun on a dps, so it's just good to get into the habit of only using tricks like this

3.4.2. Damage - Consider using adrenaline rush when it comes off cooldown after using it for the first time with true bearing etc.

3.4.2.1. You don't want to just hold onto your AR when it comes off cd while waiting for another artifact + true bearing. It will come off cooldown anyway if you manage to get another true bearing + artifact.

3.5. 7) Opener

3.5.1. CC - Consider running in and using sap on a healer and then immediately opening on a dps with a cheap shot

3.5.1.1. Running in and opening on the enemy team straight away allows your team to be the one that pushes in and gives your healer the opportunity to be in a better position. You want to be on top of their healer in order to get cc on their healer. This means that rushing in when you have the stealth advantage, i.e. they only have one or less stealth and you have two, is always the best thing to do.

3.5.2. CC - Consider using sprint and grappling hook to get a sap before the enemy team gets into combat or stealths, when you're playing without a mage

3.5.2.1. Most of our cc revolves around the rogue (there's no cc from the mage), you require multiple stuns with true bearing, silence, fear etc. so you really need the first sap to start a cc chain. Sub has step kick (and more off cc), so it's even more important for outlaw to start with a sap. As sub, there's some situations where you don't want to sap because you'll get peeled straight away because you're going to dance, but as Outlaw getting a Sap straight away is really important as you're not really able to get a sap later. However this mostly comes down to the fact that we're not playing with a mage. Depending on the comp that you're facing, even if you're playing with a mage, you still want to sap the healer. It's all down to whether or not you can be peeled after sapping the healer. If you can't be peeled, then sapping the healer is great. If you can be peeled, then you want to wait to setup with your team to have cross cc to prevent the peels.

3.5.3. CC - Consider holding sap in the opener on the healer if your dps partner gets sapped against double invis. You can then start sapping their healer towards the end of the saps on your dps partner

3.5.3.1. You should try and wait to sap as late as possible if your dps partner gets sapped because your sap will accomplish nothing if you do it straight away and both of the enemy teams dps are in stealth

3.6. 5) Offensive CC

3.6.1. Damage - Consider using disarm on a rogue to stop him from cc'ing you while you're being offensive

3.6.1.1. If you don't take advantage of doing this, you can find yourself in situations where the rogue just peels you and allows the enemy teams healer to top their healer. You can look for a pre-emptive disarm before a rogue uses dance too, especially when your target is really low

3.6.2. CC - Consider using your blind to cc a healer when you've already been cc'd yourself

3.6.2.1. This means that your less likely to be cc'd, or at least if the enemy team does attempt to cc you, you will be on DR which means that you'll be able to get a lol out of your blind. You should also only do it when the healer isn't going to be on polymorph DR as the blind ends which will allow you and your team to extend that cc chain which is crucial to getting anything done with your blind

3.7. 6) Defensive CC

3.7.1. CC - Consider cc'ing a rogue with disarm, stuns, gouge etc. when they use shadow dance / shadow blades

3.7.1.1. This limits their combo point generation and limits how many shadow dances they can get which just reduces their overall damage

4. TEMPLATE CONCEPT

5. Chapter

5.1. Lesson

5.1.1. Video

5.1.1.1. Concept