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  1. #9
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    842
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    Quote Originally Posted by BannedatRegistration View Post
    I just tried that out and buffs fall off by the time it's back off cooldown. Just weave it in during B4B/HE/RS uptime.
    The timing is tight but if you fire a Gauss Round early enough it'll be up again at the end of Wildfire.

    Hypercharge, BFB, HE, RS, Gauss Round
    Hot Shot | Pot
    Lead Shot | Reload
    Split | Wildfire
    Slug | Rapid Fire
    Clean | Ricochet
    Split | Head Graze, Blank
    Slug | Reassemble
    Clean | Quick Reload
    Split | Gauss Round
    *Wildfire goes off*

    The principle of it is since the opening rotation is so long, and Gauss Round is a fairly hard hitting ability with a short CD, you may as well put it on CD first thing ASAP. It's basically an opportunity to get an extra cast of it, and let its CD tick down while you're busy with our bloated opener. It'll be up again just before Wildfire expires so you're still getting 1 Gauss Round in a Wildfire - but now you have 1 extra Gauss Round cast, having fired 2 at this point in the fight.

    Damage buffs have fallen off by the point of the second Gauss Round, that is true. So it's a question of (1 buffed Gauss Round outside Wildfire + 1 unbuffed Gauss Round inside Wildfire) vs (1 buffed Gauss Round inside Wildfire), and also whether the damage of 1 extra Gauss Round is worth the extra split second spent casting it (the tiny GCD that ability casts incur).

    On a side note I'm happy to discuss any optimizations to my opener. It's fairly similar to the ones in popular use with a bit of variation to accomodate fitting 2 Gauss Rounds in.
    (0)
    Last edited by Myon88; 08-08-2015 at 05:01 PM.