In response to Dawning-Blue and Kimille. Editing this to post the rotation instead of leaving it as a question due to the post limit.
I'll post how I worked my rotation during beta (Phases 3 & 4). Not sure how helpful it'll be, but it may give ya'll ideas or something. This is with the knowledge I have of playing up to Level 35 due to the cap in Phase 3.
This is how I personally went about it. After opening up with Touch of Death to get the DoT going, I would continue with:
Bootshine -> Twin Snakes (for the damage buff) -> Demolish (second DoT and begin stacking Greased Lightning) -> Bootshine -> True Strike -> Snap Punch -> Bootshine -> Twin Snakes (buff runs out usually right before using it again) -> Snap Punch (both DoTs are still going) -> Bootshine -> True Strike -> Demolish (get the DoT going again) -> Bootshine -> Twin Snakes -> Snap Punch -> Bootshine -> True Strike -> Snap Punch -> Bootshine -> Twin Snakes -> Demolish -> Touch of Death (both DoTs renewed) -> repeat
This is how my typical rotation would go without interruption (though there are always distractions). Interlaced with buff applications such as Featherfoot & Internal Realase as well as Haymaker for its slow, should it be available.
Basically, start with getting both DoTs on the enemy, applying your buffs, and activating the other buff from Twin Snakes. Go through two 'rounds' of Snap Punch before applying Demolish DoT again. Go through Demolish twice before applying Touch of Death DoT again. Use Twin Snakes every other 'round' to keep the buff up. I treat it as a Touch of Death DoT lasting two Demolish DoTs and one Demolish DoT lasting two Twin Snakes damage buffs.
Of course, keep your positioning in mind. Try to be behind enemies as often as possible. If this helps at all, then I'm glad.
[May make this a separate post once able. The limit's a pain.]
I very much disagree. It'd be unwise to underestimate our DoTs. Now, as far as I know, the way DoTs work in this game is that the damage ticks every three seconds, yes? In that case:
Touch of Death lasts for 30 seconds with a potency of 25 after the initial 20 potency attack. That means it ticks 10 times during the time it's on. Giving Touch of Death an overall potency of 270.
Demolish lasts for 18 seconds with a potency of 40. It doesn't have an initial hit, but it keeps the Greased Lightning stacks up. During the time it's up, it has an overall potency of 240.
The only skill we have available to us that comes close to the damage these two dish out is Mercy Stroke (200 potency); which is a Marauder skill that requires the enemy to be below 20% health.
There's also Snap Punch that can have a potency of 180, but only if performed behind a target.
If fitting those two skills into your rotation is what you're worried about, then that's really just the challenge of mastering this class/job. It may be odd at first, but it's not too difficult once you get the hang of it.
Forgive me. Wasn't paying enough attention as I was looking through the skills.
So we also have Fracture available to us from Marauder. Lasts for 18 seconds (since we lack the trait) with a potency of 20. Initial potency of 100, as well. Making an overall potency of 220.
With all three ticking at the same time, over the course of one Touch of Death, two Demolishes, and two Fractures (simultaneously, of course), the three DoTs will have put out a combined total of 1190 potency. We would be having that additional damage stacked on top of the damage being dished out by our main skills. I like this very much.
Of course, it goes without saying that these values don't really matter on trash mobs since they'll be dead before the DoTs utilize their full potential. If anything, work in just a single Demolish whilst fighting trash mobs and save both Touch of Death & Fracture for tougher foes.



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