## Outlaw Rogue ## July 5, 2021 ## Changes: ## - Make Fleshcraft interrupt in combat if we just did it for volatile_solvent. ## Executed before combat begins. Accepts non-harmful actions only. actions.precombat=apply_poison actions.precombat+=/bottled_flayedwing_toxin actions.precombat+=/stealth actions.precombat+=/marked_for_death,precombat_seconds=5,if=raid_event.adds.in>25 actions.precombat+=/fleshcraft,if=soulbind.pustule_eruption|soulbind.volatile_solvent actions.precombat+=/roll_the_bones,precombat_seconds=2,if=remains<3 actions.precombat+=/slice_and_dice,precombat_seconds=2,if=refreshable ## Executed every time the actor is available. actions=kick # Restealth if possible (no vulnerable enemies in combat) actions+=/stealth # Reroll single buffs early other than True Bearing and Broadside actions+=/variable,name=rtb_reroll,value=rtb_buffs<2&(!buff.true_bearing.up&!buff.broadside.up) # Ensure we get full Ambush CP gains and aren't rerolling Count the Odds buffs away actions+=/variable,name=ambush_condition,value=combo_points.deficit>=2+buff.broadside.up&energy>=50&(!conduit.count_the_odds|buff.roll_the_bones.remains>=10) # Finish at max possible CP without overflowing bonus combo points, unless for BtE which always should be 5+ CP actions+=/variable,name=finish_condition,value=combo_points>=cp_max_spend-buff.broadside.up-(buff.opportunity.up*talent.quick_draw.enabled)|effective_combo_points>=cp_max_spend # Always attempt to use BtE at 5+ CP, regardless of CP gen waste actions+=/variable,name=finish_condition,op=reset,if=cooldown.between_the_eyes.ready&effective_combo_points<5 # With multiple targets, this variable is checked to decide whether some CDs should be synced with Blade Flurry actions+=/variable,name=blade_flurry_sync,value=spell_targets.blade_flurry<2&raid_event.adds.in>20|buff.blade_flurry.remains>1+talent.killing_spree.enabled actions+=/run_action_list,name=stealth,if=stealthed.all 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.deficit>=15+energy.regen actions+=/arcane_pulse actions+=/lights_judgment actions+=/bag_of_tricks ## Builders actions.build=sepsis actions.build+=/ghostly_strike actions.build+=/shiv,if=runeforge.tiny_toxic_blade actions.build+=/echoing_reprimand # Apply SBS to all targets without a debuff as priority, preferring targets dying sooner after the primary target actions.build+=/serrated_bone_spike,if=!dot.serrated_bone_spike_dot.ticking actions.build+=/serrated_bone_spike,cycle_targets=1,if=!dot.serrated_bone_spike_dot.ticking # Attempt to use when it will cap combo points and SnD is down, otherwise keep from capping charges actions.build+=/serrated_bone_spike,if=fight_remains<=5|cooldown.serrated_bone_spike.max_charges-charges_fractional<=0.25|combo_points.deficit=cp_gain&!buff.skull_and_crossbones.up&energy.time_to_max>1 # Use Pistol Shot with Opportunity if Combat Potency won't overcap energy, when it will exactly cap CP, or when using Quick Draw actions.build+=/pistol_shot,if=buff.opportunity.up&(energy.deficit>(energy.regen+10)|combo_points.deficit<=1+buff.broadside.up|talent.quick_draw.enabled) actions.build+=/pistol_shot,if=buff.opportunity.up&(buff.greenskins_wickers.up|buff.concealed_blunderbuss.up) actions.build+=/sinister_strike actions.build+=/gouge,if=talent.dirty_tricks.enabled&combo_points.deficit>=1+buff.broadside.up ## Cooldowns # Blade Flurry on 2+ enemies actions.cds=blade_flurry,if=spell_targets>=2&!buff.blade_flurry.up # Using Ambush is a 2% increase, so Vanish can be sometimes be used as a utility spell unless using Master Assassin or Deathly Shadows actions.cds+=/vanish,if=!runeforge.mark_of_the_master_assassin&!stealthed.all&variable.ambush_condition&(!runeforge.deathly_shadows|buff.deathly_shadows.down&combo_points<=2) # With Master Asssassin, sync Vanish with a finisher or Ambush depending on BtE cooldown, or always a finisher with MfD actions.cds+=/variable,name=vanish_ma_condition,if=runeforge.mark_of_the_master_assassin&!talent.marked_for_death.enabled,value=(!cooldown.between_the_eyes.ready&variable.finish_condition)|(cooldown.between_the_eyes.ready&variable.ambush_condition) actions.cds+=/variable,name=vanish_ma_condition,if=runeforge.mark_of_the_master_assassin&talent.marked_for_death.enabled,value=variable.finish_condition actions.cds+=/vanish,if=variable.vanish_ma_condition&master_assassin_remains=0&variable.blade_flurry_sync actions.cds+=/adrenaline_rush,if=!buff.adrenaline_rush.up # Fleshcraft for Pustule Eruption if not stealthed and not with Blade Flurry actions.cds+=/fleshcraft,if=(soulbind.pustule_eruption|soulbind.volatile_solvent)&!stealthed.all&(!buff.blade_flurry.up|spell_targets.blade_flurry<2)&(!buff.adrenaline_rush.up|energy.time_to_max>2),interrupt_immediate=1,interrupt_global=1,interrupt_if=soulbind.volatile_solvent actions.cds+=/flagellation,if=!stealthed.all&(variable.finish_condition|target.time_to_die<13) actions.cds+=/dreadblades,if=!stealthed.all&combo_points<=2&(!covenant.venthyr|debuff.flagellation.up) actions.cds+=/roll_the_bones,if=master_assassin_remains=0&buff.dreadblades.down&(buff.roll_the_bones.remains<=3|variable.rtb_reroll) # If adds are up, snipe the one with lowest TTD. Use when dying faster than CP deficit or without any CP. actions.cds+=/marked_for_death,line_cd=1.5,cycle_targets=1,if=raid_event.adds.up&(target.time_to_die=cp_max_spend-1) # If no adds will die within the next 30s, use MfD on boss without any CP. actions.cds+=/marked_for_death,if=raid_event.adds.in>30-raid_event.adds.duration&!stealthed.rogue&combo_points.deficit>=cp_max_spend-1 # Attempt to sync Killing Spree with Vanish for Master Assassin actions.cds+=/variable,name=killing_spree_vanish_sync,value=!runeforge.mark_of_the_master_assassin|cooldown.vanish.remains>10|master_assassin_remains>2 # Use in 1-2T if BtE is up and won't cap Energy, or at 3T+ (2T+ with Deathly Shadows) or when Master Assassin is up. actions.cds+=/killing_spree,if=variable.blade_flurry_sync&variable.killing_spree_vanish_sync&!stealthed.rogue&(debuff.between_the_eyes.up&buff.dreadblades.down&energy.deficit>(energy.regen*2+15)|spell_targets.blade_flurry>(2-buff.deathly_shadows.up)|master_assassin_remains>0) actions.cds+=/blade_rush,if=variable.blade_flurry_sync&(energy.time_to_max>2&buff.dreadblades.down|energy<=30|spell_targets>2) actions.cds+=/shadowmeld,if=!stealthed.all&variable.ambush_condition actions.cds+=/potion,if=buff.bloodlust.react|boss&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+=/trinket1,if=debuff.between_the_eyes.up|trinket.1.has_use_buff|boss&fight_remains<=20 actions.cds+=/trinket2,if=debuff.between_the_eyes.up|trinket.2.has_use_buff|boss&fight_remains<=20 ## Finishers # BtE on cooldown to keep the Crit debuff up, unless the target is about to die actions.finish=between_the_eyes,if=target.time_to_die>3 actions.finish+=/slice_and_dice,if=buff.slice_and_dice.remains