Hello everyone !
It just started by looking for an easy and efficient way to land an overheat/wildfire combo for another topic and I ended to go backward from its start to imagine what would be before. And I ended to just find something working "perfectly" (I mean the rotation never ever change and is perfectly the same like a continuum).
Anyway, I am more the kind just liking to find out and try a rotation the way I feel it and the way I like it.
But still, I would like to know what you think about it.
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- Optimal GCD for it : 2.47s (between 515 and 580 skill speed).
- Best possible gears to get 2.47s GCD :
Weapon : Genji Arquebus (ilvl 345)
Headgear : Genji Eboshi of Aiming (ilvl340)
Armor/Body : Genji Oyoroi of Aiming (ilvl340)
Gloves : Genji Kote of Aiming (ilvl340)
Belt : Augmented Lost Allagan Belt of Aiming (ilvl340)
Legs : Augmented Lost Allagan Breeches of Aiming (ilvl340)
Boots : Genji Sune-ate of Aiming (ilvl340)
Earrings : Genji Necklace of Aiming (ilvl340)
Bracelet : Augmented Lost Allagan Bracelet of Aiming (ilvl340)
Ring 1 : Augmented Lost Allagan Ring of Aiming (ilvl340)
Ring 2 : Genji Ring of Aiming (ilvl340)
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Start of the stage : Reload + Gauss Barrel -> 0 Heat / 3 ammo
- 3 options :
1 : Multi target / Burst one by one -> for small pulls :
Hot shot + Gauss Round while going to melee then AoE (or mono) turret + Flamethrower until 90 Heat then 3 Spread shot -> 95 Heat then focus a target not targeted by others (or a huge target to down quickly?), and start the mono target rotation -> Quick Reload + Combo 1 + Hot Shot again to overheat + Rapid Fire / Reload / Wildfire (whole rotation in part 3).
It may not be optimized but it's really fun and dynamic imo if you do small pack of mobs (like 3 monsters).
2 : Multi target / Many enemies :
Hot Shot + Gauss Round + Ricochet + AoE Turret while going to melee then Flamethrower until 90 Heat then 3 Spread Shot -> 95 Heat, then Cooldown + Rapid Fire + Spread Shots.
3 : Mono target :
In Short, the first 60 seconds are different than the "unlimited" 60 seconds rotation that comes after. What is great with this one is that by using absolutely everything in a certain way, you exactly arrive with the setup for the Overheat/Wildfire combo without wasting time.
- 3.1 : The Mono Target Opener needed for the overall rotation below
-X.Xs : Mono Turret
-1.0s : Hypercharge (if not needed for a dps check before the 2 next minutes)
+0.0s : Hot Shot + Barrel Stabilizer + Rapid Fire + Wildfire -> 50 heat / 2 ammo left
+3.0s : Combo 1 + Ricochet -> 50 Heat / 1 ammo left
+4.5s : Combo 2 + Quick Reload -> 50 Heat / 1 ammo left
+6.0s : Combo 1 + Reassemble -> 50 Heat / 0 ammo left
+7.5s : Combo 3 + Gauss Round -> 55 Heat
10.0s : Combo 2 -> 60 Heat
12.5s : Combo 1 or 3 -> 65 Heat
15.0s : Combo 1 or 2 -> 70 Heat
17.5s : Combo 1 or 2 or 3 -> 75 Heat
20.0s : Combo 1 or 2 or 3 -> 80 Heat
22.5s : Combo 1 or 2 or 3 + Gauss Round -> 85 Heat
25.0s : Combo 1 or 2 or 3 + Quick Reload -> 90 Heat / 1 ammo left
27.5s : Combo 1 or 2 -> 90 Heat / 0 ammo left
30.0s : Hot Shot + Reload -> 95 Heat / 3 ammo left
32.5s : Combo 1 or 2 or 3 -> 95 Heat / 2 ammo left
35.0s : Combo 1 or 2 or 3 -> 95 Heat / 1 ammo left
37.5s : Combo 1 or 2 or 3 + Gauss Round -> 95 Heat / 0 ammo left
40.0s : Cooldown + Quick Reload -> 70 Heat / 1 ammo left
42.5s : Combo 1 or 2 -> 70 Heat / 0 ammo left
45.0s : Combo 1 or 2 or 3 -> 75 Heat
47.5s : Combo 1 or 2 or 3 -> 80 Heat
50.0s : Combo 1 or 2 or 3 -> 85 Heat
52.5s : Combo 1 or 2 or 3 + Gauss Round -> 90 Heat
55.0s : Combo 1 or 2 or 3 -> 95 Heat
57.5s : Start of the Overall rotation (see below) -> 95 Heat (start at the "-2.5s" of the next phase just below).
- 3.2 : Overall rotation (details for the Wildfire part in "Note 5" under the rotation (according to the proc you have by luck when starting it)).
-2.5s (57.5s) : When 95 Heat : (Hypercharge every other time) Quick Reload + Combo 1 or 2
+0.0s (60.0s) : Hot Shot to overheat + Rapid Fire / Reload / Wildfire -> OH / 3 ammo left
+3.0s : Combo 2 (255P -> ammo) + Reassemble -> OH / 2 ammo left
+4.5s : Combo 3 (295P[crit] -> ammo) + Ricochet (300P) -> OH / 1 ammo left
+6.0s : Cooldown (255P -> ammo) -> OH / 0 ammo left
+7.5s : Cooldown (230P) + Gauss Round (200P) (so the next Gauss Round will be available when the Gauss Barrel will be up)
10.0s : Cooldown (230P) + Quick Reload (end of Wildfire/Overheat Combo) -> 0 Heat / 1 ammo left
12.5s : Combo 1 with ammo -> 0 Heat / 0 ammo left
15.0s : Combo 2
17.5s : Combo 1 or 3 (you can keep the Clean Shot proc for after the use of Gauss Barrel to get the +5% multiplier)
20.0s : Combo 1 or 2 + Gauss Barrel + Barrel Stabilizer -> 50 Heat
22.5s : Combo 1 or 2 or 3 + Gauss Round -> 55 Heat
25.0s : Combo 1 or 2 or 3 + Quick Reload -> 60 Heat / 1 ammo left
27.5s : Combo 1 or 2 with ammo -> 60 Heat / 0 ammo left
30.0s : Hot Shot + Reload -> 65 Heat -> 3 ammo left
32.5s : Combo 1 or 2 or 3 (+ Turret Overdrive every other time) -> 65 Heat / 2 ammo left
35.0s : Combo 1 or 2 or 3 -> 65 Heat / 1 ammo left
37.5s : Combo 1 or 2 or 3 + Gauss Round -> 65 Heat -> 0 ammo left left
40.0s : Combo 1 or 2 or 3 + Quick Reload -> 70 Heat / 1 ammo left left
42.5s : Combo 1 or 2 -> 70 Heat / 0 ammo left
45.0s : Combo 1 or 2 or 3 -> 75 Heat
47.5s : Combo 1 or 2 or 3 -> 80 Heat
50.0s : Combo 1 or 2 or 3 -> 85 Heat
52.5s : Combo 1 or 2 or 3 + Gauss Round -> 90 Heat
55.0s : Combo 1 or 2 or 3 -> 95 Heat
57.5s : Then just repeat -> When 95 Heat : (Hypercharge every other time) Quick Reload + Combo 1 or 2
60.0s : Hot Shot to overheat + Rapid Fire / Reload / Wildfire
etc, etc..
- 3.3 : Some Details about it
- Note 1 (About Hypercharge & Overdrive) : Actually you should use Hypercharge at start of a dps check or at the start of the fight if there will be more than 2min before the first dps check.
And use Overdrive ideally when Hypercharge is over and still having the target with the 5% vulnerability debuff / or when the dps check is about to end.
- Note 2 (About Cooldown) : As it can be seen, Cooldown is not used in the rotation except several times while overheating and once in the opening rotation -> you can just use it to temporize when needed according to the dps of your team if they are too quick or slow to get to that next phase to don't have your wildfire interrupted / when you know a dps check or invulnerability phase is coming soon.
- Note 2.1 (Temporizing with Cooldown) (it's actually well thought as the additive Gauss Round enters perfectly in it + don't use the other oGCD which came back meanwhile to keep them for the Wildfire/Overheat combo) :
- When 95 Heat :
-2.5s : Quick Reload + Combo 1 or 2 -> 95 Heat
+0.0s : Cooldown --> 70 Heat
+2.5s : Combo 2 or 3 -> 75 Heat
+5.0s : Combo 1 or 3 -> 80 Heat
+7.5s : Combo 1 or 2 + Gauss Round -> 85 Heat
10.0s : Combo 1 or 2 or 3-> 90 Heat
12.5s : Combo 1 or 2 or 3 -> 95 Heat
15.0s : Quick Reload + Combo 1 or 2 or 3 -> 95 Heat
17.5s : Hot Shot to overheat + Rapid Fire / Reload / Wildfire
etc, etc (go back to the rotation)
- Note 3 (About Skill Speed stat) : This rotation only works with not a lot of skill speed to get almost 2.5GCD, the optimal one being 2.47s (calculated and tested), but of course, having a GCD a bit lower than 2.47s could help with micro lags, and not perfect execution.
--> so get the less skill speed you can, but still some is welcome. We don't have Lead Shot anymore for DoTs anyway (skill speed used to upgrade Lead Shot dmg as it was a DoT).I didn't tested above 1297 and only the transition between 2.37s and 2.36s is not accurate. I guess it will just continue to get a 0.01s every 66 skill speed points. But having a gain in GCD would mean more heat generated in a minute and so you would have to change something in the rotation to make it work again.
- Base skill speed lvl 70 = 364
min-max --> current GCD (gap between min-max)
364-380 --> 2.50s (16)
381-447 --> 2.49s (66)
448-514 --> 2.48s (66)
515-580 --> 2.47s (65)
581-647 --> 2.46s (66)
648-714 --> 2.45s (66)
715-781 --> 2.44s (66)
782-848 --> 2.43s (66)
849-914 --> 2.42s (66)
915-981 --> 2.41s (66)
982-1048 --> 2.40s (66)
1049-1115 --> 2.39s (66)
1116-1181 --> 2.38s (65)
1182-1248 --> 2.37s (66) (theorically should be 1182-1248, I can't just get 1249 for now)
1250-1297 --> 2.36s (theorically should be 1249-1315, I can't reach higher for now)
- Note 4 (About Flamethrower) : I believe we can't have a reliable and viable use of it in that rotation. I prefer to use it only to my multi target opener. You can also use it just to generate Heat without hurting anyone at the end of a fight (the last monster has to be alive still). You can also use it during a boss invulnerability phase, so you will be able to get a maximum of Heat just before a dps check phase, which is a nice thing if you actually get all your oGCD back meanwhile and want to directly start that next phase with a Wilfire/Overheat combo. You can also use it as a way to get heat back when you died and don't have Barrel Stabilizer back already.
- Note 5 (About Overheat + Wildfire combo) :
--> As you may have already notice, as long as you have Clean Shot already proc, it doesn't change anything having Slug shot on proc or not in your rotation.
- If no Slug/Clean shot proc : (Total Potency -> Before WF/OH : 335P. During WF/OH : 1470 + 295[crit] ).
-2.5s : When 95 Heat : (Hypercharge every other time) Quick Reload + Combo 1 (215P -> ammo)
+0.0s : Hot Shot to overheat + Rapid Fire / Reload / Wildfire
+3.0s : Combo 2 (255P -> ammo) + Reassemble
+4.5s : Combo 3 (295P[crit] -> ammo) + Ricochet (300P)
+6.0s : Cooldown (255P -> ammo)
+7.5s : Cooldown (230P) + Gauss Round (200P)
10.0s : Cooldown (230P)
- If only Slug Shot proc : (Total Potency -> Before WF/OH : 375P. During WF/OH : 1470 + 295[crit] ).
-2.5s : When 95 Heat : (Hypercharge every other time) Quick Reload + Combo 2 (255P -> ammo)
+0.0s : Hot Shot to overheat (120P) + Rapid Fire / Reload / Wildfire
+3.0s : Cooldown (255P -> ammo) + Reassemble
+4.5s : Combo 3 (295P[crit] -> ammo) + Ricochet (300P)
+6.0s : Cooldown (255P -> ammo)
+7.5s : Cooldown (230P) + Gauss Round (200P)
10.0s : Cooldown (230P)
- If only Clean Shot proc : (Total Potency -> Before WF/OH : 335P. During WF/OH : 1510 + 295[crit] ).
-2.5s : When 95 Heat : (Hypercharge every other time) Quick Reload + Combo 1 (215P -> ammo)
+0.0s : Hot Shot to overheat (120P) + Rapid Fire / Reload / Wildfire
+3.0s : Cooldown (255P -> ammo) + Reassemble
+4.5s : Combo 3 (295P[crit] -> ammo) + Ricochet (300P)
+6.0s : Combo 2 (255P -> ammo)
+7.5s : Combo 3 (270P) + Gauss Round (200P)
10.0s : Cooldown (230P)
- If Slug + Clean Shot proc : (Total Potency -> Before WF/OH : 335P. During WF/OH : 1510 + 295[crit] ).
-2.5s : When 95 Heat : (Hypercharge every other time) Quick Reload + Combo 1 (215P -> ammo)
+0.0s : Hot Shot to overheat (120P) + Rapid Fire / Reload / Wildfire
+3.0s : Cooldown (255P -> ammo) + Reassemble
+4.5s : Combo 3 (295P[crit] -> ammo) + Ricochet (300P)
+6.0s : Combo 2 (255P -> ammo)
+7.5s : Combo 3 (270P) + Gauss Round (200P)
10.0s : Cooldown (230P)
- Note 6 (About the Overheat dps gain or loss) : When the Overheat status is use in combo with Wildfire, it's a dps gain (but an underwhelming one of like 100+ potency per minute). The problem is more about the risk you take to gain those (underwhelming) dmg possibly ending as a dps/dmg loss if you fail timing it or executing it well. So it's very important you train a lot and learn the fights you do (you're a machinist, not a gunner, so making plans should be nicely Role Play ). Thanks to the 4 Overheat/Wildfire combo rotation I wrote above, you can easily know how it would be with and without overheat + with the part without any of them.
First of all, let's take the best of our rotation : "Cooldown-3-2-3-Cooldown" with Reassemble/Ricochet/Gauss Round -> Total potency : 1510 + 295[crit]
Now let's apply the multipliers with and without overheat 10% bonus.
With Overheat : (1510 + 295[crit])*1.05*1.08*1.25*1.10 = 2354 Potency + 460[crit] Potency
Without Overheat (need 85+ Heat to do the same combo) : (1510 + 295[crit])*1.05*1.08*1.25 = 2140 Potency + 418[crit] Potency
--> (2354-2140) + (460[crit]-418[crit]) = 214 + 42[crit]
Now let's compare those 10sec after the wildfire phase : --> Quick Reload-1-2-1-1
The one who did overheat : Total potency : (185+200+160+160)*1.08 = 705*1.08 = 761 Potency
The one who didn't overheat : Total potency : (215+230+190+190)*1.05*1.08 = 825*1.05*1.08 = 936 Potency
--> 936 - 761 = 175 potency
214 + 42[crit] - 175 = 39 + 42[crit] for dps (which is a bit higher than 100 because of the crit).
And it's still a 214 + 42[crit] = more than 300 total potency on the moment to make a phase quicker, an add down quicker too.
This is without counting all other bonuses like "Hypercharge", potions, ally bonuses (amazing if you align all of your Overheat/Wildfire with a Ninja's Trick attack as both have 60sec CD), "Echo" (lol but still existing), auto-attacks, each critical strikes and direct hits making the difference wider, the ability of spamming Cooldown for 10sec which is also a part of the potency gain in exchange of the potency loss coming after in several scenario (so you won't have to wait for a good proc to start an efficient Wildfire), the fact you timed well an invulnerability phase of the boss where you would lose close to no dmg at all in the end, and taking in count the not-overheating one had a Clean Shot proc to land a combo as good as the overheating one. That actually can start to make a nicer difference, bigger than just 39 + 42[crit] potency (which is just in a bit more than 100 potency).
If you don't have those Slug Shot/Clean Shot procs (with both mode, overheating and not-overheating), the difference is a bit bigger again,
the worst rotation for me would be like 2292 + 460[crit] for the overheating one,
against the worst for the not overheating one, Cooldown - Reload/Rapid Fire - Combo 1/GaussRound - Combo 2/Ricochet - Combo 1/Reassemble - Combo 3 --> (230 + 215 + 200 + 255 + 300 + 215 + 270[crit])*1.05*1.08*1.25*1.10 = (1415 + 270[crit])*1.05*1.08*1 --> 2006 + 383[crit]
I know it looks very long to read and maybe too much scripted, but it's actually quite easy to execute.
If you have any suggestions or questions, feel free to give me some
My rotation is mainly made for low Skill Speed characters with like 2.47s - 2.46s. But it looks like it was actually made for this as the current best equipments of the game provide very little Skill Speed.
PS : I am wondering what people think about this rotation, what you think about this rotation, so don't hesitate to let me know. I am not trying to say this is what has to be done. The purpose here is to be an easy rotation as it won't have skilled delayed little by little because of the GCD and heat management, in order to get less improvisation for more reliability. There is enough to do with the boss' mechanics, the RNG part of our combo, the delay given with Cooldown to wait for some phases or not, and the Wildfire/Overheat combo changing according to our current combo procs.