The *only* time I say to let one's DoTs fall off is when one is in DWT. This is because I myself let this happen (thanks to Ruin III hyperfocus), and I add to *immediately* refresh DoTs when DWT ends. I'm partly justified by theorycraft, since last I heard saying casting anything besides Ruin III or Bio II in DWT is an overall potency loss. And I still pull good-enough numbers despite this (yes, they are not *ideal* numbers, but ideal *is not the intention.*)
Otherwise, I put plenty of emphasis on keeping up DoTs. If you feel there's not enough I such emphasis, I will re-write to include such.
I disagree. The 'optimal' rotation requires split-second timing that several, including myself, will simply lack the reflexes to pull off. While there are things we can gain from the rotation (such as Painflare use in single-target to build up DWT), that's the sort of thing to be worked in once the basics are down. The key is to *build-up* to that point. You can't start working towards the 'optimal' rotation without a basic foundation to work from first.
In many ways, the guide reflects how I learned to SMN and my own progression. I fully admit I am not the best SMN, and it is going to be a while yet before I can pull off 'optimal' rotations thanks to less-then-ideal reflexes. But I pull *good enough* numbers, enough to burn through mobs quickly in Expert dungeons like a SMN should, and meet the DPS checks on Alex NM. As I've said, this is the guide I wished I had when first learning SMN, and its ultimately aimed at more 'casual' players.
I consider myself hardcore, and rest assured I'm constantly working on my rotation. But for the *vast majority* of the player base not looking to make Alex Savage's strict DPS checks, the information in this guide will get them by just fine.
Oh, hi Sleigh! I actually address my (piss-poor) attempt at your opener in the Advanced section I just put up. It describes why doing 'proper' rotations is harder then it sounds not only for me, but for likely for others as well.
But to reiterate here 1) 'Proper' rotations have more to remember, especially for the ability-heavy SMN. I have ADHD, so remembering which skills to use when thanks to poor working memory was 'Yikes!' Early attempts resulted in screw-ups, and significant DPS loss. The 'good enough' rotations are simpler, based on what I ended up using for a while, and the 'Advanced' section addresses adding a couple skills to memorize a bit at a time to improve DPS numbers.
2) Proper rotations often involve weaving oGCDs. An entire part of the Advanced section is dedicated to why this can be harder then it sounds for beginners. The 'good enough' rotations are under the assumption one doesn't know how to (or can't) weave oGCDs.
I plan on trying your opener again once my oGCD skills get better. Whenever that is. -_-;