


I didn't know that, cause I am sure that when PB ends then you don't get the debuff cause you're not in a form. That's why you might've thought so.
I use PB as a damage boost (as in burst damage) more often than not.
For rotations, I think it's simpler just to think of it as a priority rather than a list.
I use bootshine every other rotation (unless I'm uncertain I'll get the crit if the boss keeps turning or such). I use Twin Strikes every cycle and Demolish every 3 cycles (coupled with Fracture).
I time IR with my dots to keep track of it. Touch of Death is nicely timed at 30 seconds, meaning I can have every other ToD running with IR's buff. That 30 seconds is the only timer I might check on actively too since I basically know when my Demolish is going to fall off just by muscle memory.
You can fit 3 Demolishes and Fractures in every minute if you're spot on. That means every 3rd Demolish and Fracture can get IR's buff.
If you use all 3 dots at the same time in the opening, they'll meet back up (roughly) every 3rd cycle along with IR's cooldown reset.
In conclusion, alternate Bootshine and Dragon Kick every cycle. Use Demolish with fracture every 3rd cycle. Use ToD every 30 seconds. Use all of the dots together and their timers will meet up every minute in time for the next IR.
I guess this works cause I haven't gotten Blood for Blood yet. I'll have to figure out how to include it.
EDIT: I would probably use it off cooldown, and it should always affect at least fracture and demolish with a 80 second cd.
Because the cycles aren't that long. this system is totally adaptable. You want to keep your dots, debuffs and buffs up at all times so if you get pushed out you just prioritize those.
Last edited by Allyrion; 10-09-2013 at 03:29 AM.
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