They don't fall off actually.
EDIT: Let me rephrase, when we do Coil, those don't fall off for him, except a few spots where it's obvious they would. When I try it with my gear I lose DK right before I DK again and Snakes 2 moves ahead.
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What is the outfit that the Monk wear in the picture? It look really cool.
Those combos are a good guide for maximum damage in an ideal situation but no good for later dungeons take tam Tara hd for instance the last boss you get maybe a combo in at a time and dots because you're constantly moving.
lol the spreadsheet covered both of those rotations, and what is the difference between starting with double flare or ending with double flare? what you "should" do is, save double flare for the biggest pulls with the most mobs, not jsut start with it whenever its up an ready.
The biggest difference is that if there are two good BLM's AoE'ing, the rear-load of the Fire II cycle allows you to 'finish' with your burst, while front-loading it causes a slight loss of DPS assuming that you were not to go beyond that rear-load. In extended fights, it's very similar, but I personally agree - taking Fire II's after Fire III is ideal, because it puts you in an Astral Fire stance longer and casting more AoE.
Doublecasting Flare at the start of a pull is a good way to get killed. No tank will be able to hold the mobs off you there. Doublecast it at the end of your rotation. Using more MP than the minimum for Flare is going to be a DPS loss.
Why waste all your mana with a flare first? Also fire 2 till low mp allows your tank to get better enmity before you drop flare on em. Fire 3 > fire 2 till low mp > raging strikes > flare > convert > quelling strikes > flare > mp pot > swiftcast > flare > transpose > etc
Even on single boss fights i'll throw in a fastcast > flare > convert. Especially when I have to move when low mp and raging strikes still up.
I agree with this rotation. This is how I am currently using the flare rotation on big pulls. By the time you are at the transpose stage things should be mostly dead and you can toss a fire 2 to finish off any stragglers, but the rest of the party should be able to handle things from here. The only difference is I will usually save swiftcast for the very last flare (the after transpose one) because that's usually when everyone's cooldowns are wearing and might need that last oomph to bring them down.
That's largely a judgement call though that you will be able to make with experience.