I'll use DoTs because I choose to use them for their additional damage. I don't get how people can say they're crap with very little explanation (other than Tonitrui). DoTs definitely have a lot of utility when facing tougher enemies due to the bonus damage they add to the rotation. Even Demolish and Fracture can be worth using on trash mobs due to their shorter duration.
They're not difficult to weave into the rotation. The timers on Greased Lightning and other buffs we have at our disposal are not that restrictive. It may be found difficult to efficiently weave them in at first, but getting used to that is a part of mastering the class.
Even if we bother to bring math into this, we can see that our Dots are still very much show their worth when fully utilized:
(Keep in mind that the below examples are simplified for the sake of clarity and enforcing a point. No factors such as buffs are taken into consideration other than the flank bonus from Snap Punch. Also, the Global Cooldown will be set at a lowered 2 seconds rather than the typical 2.5. The basic rotation -- Bootshine -> True Strike -> Snap Punch -- is all that will be used in the following examples.)
A comparison between 18 second rotations. One using Demolish and the other not. The time in this example begins after after the first Demolish or Snap Punch. Only the potency from these moves will factored in as they are the only ones necessary to count.
[18 seconds] Demolish > Snap Punch *3 = 240 + 540 = 780
[18 seconds] Snap Punch *4 = 720
Here, we see the difference between someone using just Snap Punch to finish rotations and someone including Demolish. The Demolish inclusion (40 potency Dot; damage ticks every 3 seconds) has a clear 60 potency advantage over sticking with just Snap Punch.
Next, are examples between total damage (based on potency) within 30 seconds. First, starting with Bootshine. Then, starting with Touch of Death (keep in mind that a 2 second GDC is factored in).
[30 seconds] Bootshine > True Strike > Snap Punch > repeat*4 = (130 + 150 + 180)*5 = 650 + 750 + 900 = 2300
[30 seconds] Touch of Death > Bootshine > True Strike > (Snap Punch > Bootshine > True Strike)*3 = 650 + 750 + 720 + 270 = 2390
Initializing with Touch of Death rather than a Bootshine causes you to lose out on a fifth True Strike in the 30 second timeframe. However, Touch of Death's overall potency makes up for it by the end with a 90 potency advantage.
[30 seconds] Bootshine > True Strike > Snap Punch > repeat*4 = (130 + 150 + 180)*5 = 650 + 750 + 900 = 2300
[30 seconds] Touch of Death > Bootshine > True Strike > Demolish > (Snap Punch > Bootshine > True Strike)*3 = 650 + 750 + 540 + 240 + 270 = 2450
Now, we have 150 potency advantage when utilizing both of our native DoTs, Touch of Death and Demolish. With this, I hope my point has been made clear. The advantages I've shown may appear small at first, but they add up over time and will make significant impacts in large battles.
I know our DoTs seem weak at first. Of course, they will be weak if they aren't utilized to their fullest. However, on tough enemies with large health totals and such, the inclusion of the DoTs in our rotations will make a rather large difference over time as long as they are kept up. You cannot, and should not, underestimate the tools at our disposal.
. . . Except for Arm of the Destroyer. I rarely ever find use for that thing.


Reply With Quote



