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With patch 2.1 has the rotation really changed that much?
No. The best rotation is still H IDC P TTT H TTT // P IDC H TTT P TTT.
The second-best (and much simpler) rotation has changed a bit -- I posted somewhere up there ... page 87-ish maybe*?
Either way, Fracture is bad. Don't use it.
* If anyone has other ideas for good rotations, just post it and I can run it through my model.
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With patch 2.1 has the rotation really changed that much?
No. The best rotation is still H IDC P TTT H TTT // P IDC H TTT P TTT.
The second-best rotation has changed a bit -- I posted somewhere up there ... page 87-ish maybe*?
Either way, Fracture is bad. Don't use it.
* If anyone has other ideas for good rotations, just post it and I can run it through my model.
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Secondly, I'm unclear on if I'm actually using the time that buffs/bleeds/debuffs are up properly.
Make sure they're always up. Buffs calculate at the beginning of the animation -- e.g. when you press the button. Using any attack when the HT buff has "no" time (less then 1.0s) left will still pick up the +15% damage as long as the buff was present when the attack began.
You've been misinformed about DoTs. DoTs tick every 3s on the server timer. It doesn't actually matter what exact moment you have your DoTs applied -- the server will check every 3s irrespective of the timing of your debuff.
For DoT timing, just make sure they're up. There is no more DoT clipping conflict, so as long as you're not clipping the whole thing, you're good. There is no reason to pay close attention to the "last second" of DoT or anything of the sort.
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Also any tips to where an enemy's flank ends and their rear begins in general? Is there also a 'prime' position most Dragoon's prefer, or is it left up to preference?
The rear arc is generally defined as the "gap" in the target reticle. Look on the ground: the circle on the ground of your target is the reticle. It will actually be a "pacman" shape with the rear arc being blank. That's the rear. The flanks are kind of the same on the sides but I don't know of any easy way to tell. They seem to be pretty wide.
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Finally, any good behaviors to observe when switching targets due to add phases like EX Garuda's Suparna and Chirada?
You should almost always switch immediately and continue/finish whatever combo you're in the middle of, unless the add switch requires very specific high burst (Twintania Conflags, or Dreadknights). Generally speaking, it is also helpful if you can anticipate the switch and preload the Impulse Drive on the main target, then you can start with a Disembowel on the add. Just be wary of threat.
If the add switching is very "loose", then you can even finish your TTT combo on the primary target, then start up the ID then switch. This approach will optimize your personal DPS across the fight, but it will reduce your DPS (and the group's DPS) on the add.
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Just... so sorry for that. The 1000 character limit kills me.
You can edit your original post and the edit will have no character limit.