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  1. #1
    Player
    Biggabertha's Avatar
    Join Date
    Aug 2013
    Posts
    3
    Character
    Biggabertha Xiexienii
    World
    Faerie
    Main Class
    Dark Knight Lv 70
    The key thing to note is the time it takes you to transition from Heavy Thrust over to Impulse Drive and the Jump you use in the middle of it.

    You might spend something like half a second or more going from the flank to the rear of an enemy so make sure that this is done inbetween the Global Cooldown - for instance, RIGHT after you use Heavy Thrust, start moving to the rear (pray your tank stays still). This way, once you're able to use Impulse Drive, you can use it right away instead of getting into position.

    Your Jump right after Chaos Thrust is in a place where you'll lose out on something like half a second or more by the entire animation taking so long to wind up and wind down.

    These two things are probably where your 1.5 seconds is going/being used up - yeah, dropping Fracture would solve it too but I like the idea that more DoTs = better failsafe if something goes wrong (such as being in a Pick Up Group and the Tank just doesn't sit still or is in a bad position etc.)
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  2. #2
    Player
    Thorauku's Avatar
    Join Date
    Oct 2013
    Posts
    931
    Character
    Yvaine Isaulde
    World
    Tonberry
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Biggabertha View Post
    The key thing to note is the time it takes you to transition from Heavy Thrust over to Impulse Drive and the Jump you use in the middle of it.

    You might spend something like half a second or more going from the flank to the rear of an enemy so make sure that this is done inbetween the Global Cooldown - for instance, RIGHT after you use Heavy Thrust, start moving to the rear (pray your tank stays still). This way, once you're able to use Impulse Drive, you can use it right away instead of getting into position.

    Your Jump right after Chaos Thrust is in a place where you'll lose out on something like half a second or more by the entire animation taking so long to wind up and wind down.

    These two things are probably where your 1.5 seconds is going/being used up - yeah, dropping Fracture would solve it too but I like the idea that more DoTs = better failsafe if something goes wrong (such as being in a Pick Up Group and the Tank just doesn't sit still or is in a bad position etc.)
    Doing so in a Dummy Target is pretty much easy, I can pull it off easily, but as I was giving it a thought in actual fights, I just can't imagine that I can really pull it off as there will be instances that your DPS rotation will be interrupted hence the chain will be broken.
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    IGN: Yvaine Isaulde
    World: Tonberry

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