Originally Posted by
EasymodeX
So I looked at the rotation in the OP in detail and it has 89% HT uptime (assuming HT does not buff itself, which is a safe-ish assumption based on the "snapshot" behavior for DOTs), 89% DE uptime, 89% CT uptime, and 80% PH uptime.
Another way to write your rotation is:
HT FR PH ID DE CT TT VT FT
HT FR PH TT VT FT ID DE CT
HT FR PH TT VT FT TT VT FT
The HT buff does not time neatly with the ID/DE/CT (herafter referred to as IDC combo or IDC), so you are using HT to anchor the rotation and shifting the IDC to accomodate the timing. The issue is that this full rotation does not overlap with itself. The third line of that rotation has no IDC sequence, because you used it at the "end" of the second line. The problem is that when you repeat this rotation, the first half of the "4th" line will not have the DE debuff or CT DOT, resulting in 89% uptime only.
Assuming we stick to strict-ish 2.5s GCDs (e.g. no/low skill speed), I drafted a rotation based on using IDC as the anchor (because it's the largest and most awkward part of the sequence):
IDC HT ttt PH ttt HT
IDC PH ttt HT ttt PH
This is a 2-line rotation that's anchored by IDC, and alternates HT-PH-HT with PH-HT-PH. This results in 100% uptime for DE, PH, HT, and CT. The "ttt" refers to the True/Vorpal/Full Thrust combo filler. The main difference in my rotation is that the staggered HT/PH and PH/HT allows the HT-PH 20-second timing to interleave with the IDC 30-second timing without conflict. The problem is that the rotation is susceptible to clipping the CT DOT (everything else doesn't matter much) if you have any skill speed because it is exactly 100% uptime (this is a bad thing). The solution to that is some combination of "use Jump before CT" or "use off-GCD buffs before CT" or simply stutter the CT by a half second (make sure CT ticks down to 1.xx before you press the button). The other issue is that with a lot of skill speed the whole rotation's borked because it's pretty tight.