What would you change outlaw's mastery to?

gotta be one of the most underwhelming mastery stats in the game

2 Likes

I would keep it relatively similar, but make it interact with our kit more. Outlaw mastery is basically just a bad version of Slayer Warrior’s first hero talent node.

Make it do more damage per strike and ignore armor reduction, and have it trigger with 30% frequency on auto attacks and 100% on Sinister Strike / Ambush / Pistol Shot. It causes a stacking debuff on the target that makes your next Combo Point spender deal x% more damage stacking with your mastery.

So basically, just make strikes with main gauche ignore armor / do more damage, trigger automatically on combo generating abilities, and make your combo spenders do more.

This would keep it in-line and thematically appropriate with Outlaw’s rapid sword strike vibe, but also address one of the major underperforming parts of the kit, spenders, which do laughable damage.

But realistically instead of integrating it with Outlaw’s kit, or making it a stat worth taking, Blizzard will likely ignore it, leaving dead Main Gauche talents littering the Outlaw spec tree.

3 Likes

Your single target melee attacks have a 30% chance to strike again with your off-hand for x% of the original damage dealt. All other ability damage is increased by y%.

This adjustment would allow for Main gauche to actually scale our abilities in a meaningful way instead of being simple flat damage that is often undertuned and left behind when we get new borrowed power.

A lot of those dead talents are smack dab right there in the tree and most new players do not know any better. They end up being noob traps for people playing Outlaw.

:+1:

:surfing_woman: :surfing_man:

It’s been the worst Mastery in the game since Mastery’s inception as a stat afaik.

My suggestion:

Scoundrel’s Luck
Increases the chances for Main Gauche to strike, Sinister Strike to strike an additional time, and Roll the Bones of granting additional matches by %.

Other talents could be plugged into the mastery as well, such as Triple Threat and Ace Up your Sleeves so they can get their chances increased as well. Main Gauche becomes a spec passive.

If tuning for this is too problematic it could also be given a damage knob too. But a damage knob could also be implemented as talents that interact with mastery, i.e. a talent that increases the variance between minimum and maximum damage values on a hit and gives a chance for hits to be ‘lucky’, where they roll values twice and take the higher result.

I say lean into the RNG fantasy of the spec and give us a way to ‘stack the deck’ in our favor.

i like this idea as well. you’d think a spec that’s supposed to be like a criminal and all that would cheat and bring a loaded die or melt it just right