Good guide!
Rotations are a little hard to follow because of the heavy abbreviation usage, but I can't fault you for it (just about every guide for every job/class/spec in every MMO ever does this).
I'll disagree with Grit being "essentially a defensive cooldown," because in my experience, in 90% of cases, you'll want to leave it on - it's a toggle-switch, which suggests as much. Especially given that Souleater doesn't restore HP without Grit, I've found that it's almost always more beneficial to leave it on.
The only thing I'd suggest is regarding Awareness: its effectiveness as a cooldown scales directly with an enemy's critical strike rating/chance, and also makes the Parry stat more effective over its duration. Not accounting for parry, the mitigation provided by Awareness is going to be half of the opponent's critical strike rating (5% Crit = 2.5% Awareness Mitigation; 15% Crit = 7.5% Awareness Mitigation, etc. - I'll provide maths later if needed). So against trash who probably have lower Crit ratings, it's not as useful, but against bosses (whose Crit ratings I suspect can go to 15%-25%), it becomes much more substantial. A note on it, though: to maximize its effectiveness, you don't want to pair it with anything that increases your ability to dodge an attack, since dodge is rolled before Crit. So DA-DD (+dodge) and DA-DP (blind on opponents) will actually work against Awareness. It does have excellent parity with other abilities, and can actually enhance their effects--especially non-DA-DD in a high physical damage situation (because Crit is rolled before parry, not being able to be Crit also means more hits coming in that can be parried).


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