rotation "Outlaw v2.6: raid and Mythic+, top logs, SimulationCraft 12.1" # Outlaw, raid and Mythic+. Based on the top Warcraft Logs players and the SimulationCraft action list. # Ignore main icon: on. Slot 1 is a macro Adrenaline Rush + Killing Spree (off the GCD, in the queue window); slot 4 Keep It Rolling is off the GCD; slot 8 Killing Spree is channeled. # While more than 8% of the Killing Spree aura is left, nothing is pressed: otherwise the next button cuts the channel before the last hit. # Combo points in percent of 7: 3 = 43%, 5 = 71%, 6 = 86% (threshold 80 = 6+). # v2.6: levels 3–4 of Roll the Bones aren't rerolled near the end: they run out, and the next roll usually has Loaded Dice. # v2.5: Adrenaline Rush only at 1–5 combo points: on the pull Sinister Strike first, then the macro (at 0 combo points its Killing Spree doesn't cast). buff1 Double_Trouble = "Double Trouble [1214934]" buff2 Triple_Threat = "Triple Threat [1214935]" buff3 Jackpot = "Jackpot [1214937]" buff4 Loaded_Dice = "Loaded Dice [256171]" buff5 Blade_Flurry_Buff = "Blade Flurry [13877]" buff6 Adrenaline_Rush_Buff = "Adrenaline Rush [13750]" buff7 Opportunity = "Opportunity [195627]" buff8 Palmed_Bullets = "Palmed Bullets [1265931]" buff9 Fang_Strike = "Fang Strike [1301405]" buff10 Killing_Spree_Buff = "Killing Spree, channel [51690]" slot1 Adrenaline_Rush = "Adrenaline Rush + Killing Spree (macro)" slot2 Blade_Flurry = "Blade Flurry" slot3 Roll_the_Bones = "Roll the Bones" slot4 Keep_It_Rolling = "Keep It Rolling" slot5 Preparation = "Preparation" slot6 Blade_Rush = "Blade Rush" slot7 Between_the_Eyes = "Between the Eyes" slot8 Killing_Spree = "Killing Spree" slot9 Dispatch = "Dispatch" slot10 Pistol_Shot = "Pistol Shot" slot11 Sinister_Strike = "Sinister Strike" resource1 PlayerHP resource2 TargetHP resource3 Energy resource4 Combo_Points # === Cooldowns === use Adrenaline_Rush when # Adrenaline Rush (+ Killing Spree by the macro) at 1–5 combo points Adrenaline_Rush_Buff.down and Combo_Points >= 14 and Combo_Points <= 71 and Killing_Spree_Buff.duration <= 8 # 1–5 combo points: at 0 the macro doesn't cast Killing Spree use Killing_Spree when # Killing Spree: in a fresh Adrenaline Rush at 6+ combo points, before Between the Eyes Adrenaline_Rush_Buff.up and Adrenaline_Rush.cd >= 67 and Combo_Points >= 80 and Killing_Spree_Buff.duration <= 8 # Adrenaline Rush pressed recently; after Preparation wait for a new one # === Roll the Bones === # Roll chances: level 1 55%, level 2 30%, level 3 10%, level 4 5%; Loaded Dice (after Adrenaline Rush) adds a level. # Levels 3–4: extend with Keep It Rolling, don't reroll; level 2: reroll with Loaded Dice any time, without it only at the end; levels 0–1: always. # Without Loaded Dice don't roll when Adrenaline Rush is about to come back: Adrenaline Rush first, then roll with Loaded Dice. use Keep_It_Rolling when # Keep It Rolling: extend level 3–4 Triple_Threat.up and Killing_Spree_Buff.duration <= 8 or Jackpot.up and Killing_Spree_Buff.duration <= 8 use Roll_the_Bones when # Roll the Bones Double_Trouble.down and Triple_Threat.down and Jackpot.down and Loaded_Dice.up and Killing_Spree_Buff.duration <= 8 # level 0–1 + Loaded Dice or Double_Trouble.down and Triple_Threat.down and Jackpot.down and Adrenaline_Rush.cd >= 3 and Killing_Spree_Buff.duration <= 8 # level 0–1, Adrenaline Rush not soon or Double_Trouble.down and Triple_Threat.down and Jackpot.down and Adrenaline_Rush_Buff.up and Killing_Spree_Buff.duration <= 8 # level 0–1 under Adrenaline Rush or Double_Trouble.up and Loaded_Dice.up and Killing_Spree_Buff.duration <= 8 # level 2 + Loaded Dice or Double_Trouble.up and Double_Trouble.duration <= 7 and Adrenaline_Rush.cd >= 3 and Killing_Spree_Buff.duration <= 8 # level 2 running out, Adrenaline Rush not soon use Blade_Flurry when # Blade Flurry: keep it up on 2+ targets, refresh about 3 s before the end aoe == 1 and Blade_Flurry_Buff.down and Killing_Spree_Buff.duration <= 8 or aoe == 1 and Blade_Flurry_Buff.duration <= 30 and Killing_Spree_Buff.duration <= 8 or st == 0 and enemies >= 2 and Blade_Flurry_Buff.down and Killing_Spree_Buff.duration <= 8 or st == 0 and enemies >= 2 and Blade_Flurry_Buff.duration <= 30 and Killing_Spree_Buff.duration <= 8 use Preparation when # Preparation: when Adrenaline Rush, Between the Eyes and Killing Spree are on cooldown Adrenaline_Rush.oncd and Adrenaline_Rush.cd >= 17 and Between_the_Eyes.oncd and Killing_Spree.oncd and Killing_Spree_Buff.duration <= 8 use Blade_Rush when # Blade Rush: before finishers (if talented) aoe == 1 and Killing_Spree_Buff.duration <= 8 or st == 0 and enemies >= 2 and Killing_Spree_Buff.duration <= 8 or Energy <= 80 and Killing_Spree_Buff.duration <= 8 # single target: not at the energy cap # === Finishers: 6+ combo points === use Between_the_Eyes when # Between the Eyes: always the first finisher Combo_Points >= 80 and Killing_Spree_Buff.duration <= 8 use Dispatch when # Fang Strike: a free Dispatch at full damage, spends no combo points Fang_Strike.up and Between_the_Eyes.oncd and Killing_Spree_Buff.duration <= 8 use Dispatch when # Dispatch Combo_Points >= 80 and Killing_Spree_Buff.duration <= 8 # === Builders: up to 5 combo points === use Blade_Flurry when # Blade Flurry as a builder, 3+ targets aoe == 1 and Combo_Points <= 57 and Killing_Spree_Buff.duration <= 8 or st == 0 and enemies >= 3 and Combo_Points <= 57 and Killing_Spree_Buff.duration <= 8 use Pistol_Shot when # Pistol Shot with Opportunity Opportunity.stacks >= 6 and Combo_Points < 80 and Killing_Spree_Buff.duration <= 8 # maximum stacks or Opportunity.up and Opportunity.duration <= 17 and Combo_Points < 80 and Killing_Spree_Buff.duration <= 8 # the stacks run out (under 2 s) or Opportunity.up and Combo_Points <= 43 and Killing_Spree_Buff.duration <= 8 # 3 combo points or fewer: everything fits use Sinister_Strike when # Sinister Strike Combo_Points < 80 and Killing_Spree_Buff.duration <= 8