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  1. #1
    Player
    Koopatroopa's Avatar
    Join Date
    Dec 2013
    Posts
    15
    Character
    Koopa Troopa
    World
    Excalibur
    Main Class
    Astrologian Lv 60
    Only if you do the side rotation twice in a row, which is not desirable since the rear attacks got boosted a lot. Assuming a global cooldown of 2 seconds doing a side and a back rotation take up 12 seconds. The buffs (dragon kick and twin snakes) have a duration of 15 seconds, which means you can squeeze in 1 additional move without loosing the buffs. If you want to squeeze in 2 additional skills, you need a global cooldown of 1.875 seconds, i don't know how much skill speed you need for that or what kind of global cooldown players with ilvl 90 gear have
    Your start is always going to be weak no matter if you do side twice or start back. I'm not sure how that is even relevent to what I said.

    if you start back and go snap into the side rotation and end with demo/fracture, you still have enough time to do a full rotation again. With GL2, you will have time to refresh your HoD, and still apply demo/fracture. GL3 will give you time to ID or HF, and demo/fracture.

    With GL3 you will be able to do a full side/back rotation, with demo/fracture while using alternating HoD/ID/HF as you switch to back. I'm not sure why you think you need crazy SS because I don't have any. The standard rotation I'm talking about is DK-TS-Demo/Fracture-BS-True-Snap. Again, how you start doesn't matter because your DK or your BS won't be strong anyway. It makes more sense to do a double side so all your backs/dots hit harder.
    (0)
    Last edited by Koopatroopa; 12-20-2013 at 11:02 PM.

  2. #2
    Player
    Naryoril's Avatar
    Join Date
    Sep 2013
    Posts
    229
    Character
    Y'sira Nia
    World
    Leviathan
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Koopatroopa View Post
    Your start is always going to be weak no matter if you do side twice or start back. I'm not sure how that is even relevent to what I said.

    if you start back and go snap into the side rotation and end with demo/fracture, you still have enough time to do a full rotation again. With GL2, you will have time to refresh your HoD, and still apply demo/fracture. GL3 will give you time to ID or HF, and demo/fracture.

    With GL3 you will be able to do a full side/back rotation, with demo/fracture while using alternating HoD/ID/HF as you switch to back. I'm not sure why you think you need crazy SS because I don't have any. The standard rotation I'm talking about is DK-TS-Demo/Fracture-BS-True-Snap. Again, how you start doesn't matter because your DK or your BS won't be strong anyway. It makes more sense to do a double side so all your backs/dots hit harder.
    I'm not talking about building up GL3 (everything is different there anyway) but about what to do if you can go all out (like WP final boss). Always assuming a cooldown of 2 seconds: Your rotation DK-TS-Demo/Fracture-BS-True-Snap is 7 skills, so it's 14 seconds and you have 1 second of DK and 3 seconds of TS left after finishing it. If you use any other skill than DK now, your DK will run out before you can reapply it, and TS will run out before you can refresh the buff. Thus you can't do ID or anything else (most notably touch of death) without losing the buffs temporarily which means losing 10% of damage on DK and TS, apart from stalling strong attacks like bootshine and true strike. If you had enough skill speed to get a global cooldown of 1.875 seconds you could use another skill and still make it in time before DK and TS ran out.
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