Last edited by Sanic; 08-03-2016 at 09:42 PM. Reason: Forgot a word
First of all, you're using DK last during PB, it should be used before TS to line up better with the rotation later on and the 3rd snap should be used last during PB. Popping BfB and IR before DK and TS is up is a waste, especially popping them before using them would cause you to miss having them up for higher damaging moves, in your current opener it would end up being up for two sets of DK/TS instead of 1 set of DK/TS and 2 sets of Boot/True.
Also, starting with snap instead of Demo is going to be a gain in most fights. In a vacuum during a perfect scenario for demo first, the average potency increase of using demo first is 9.4 but in most fights it's impossible to land a rear attack the instant the fight starts compared to a flank attack and using snap first will result in at least 30.6 potency gain.
This is my usual opener when not using a fight specific one: http://ffxivrotations.com/8cn
If interested I can go over the reasoning behind the decision of skill placements.
On dummy you want to move the BfB back to be after the 2nd attack so you will fit in one more at the end.
Last edited by Krindor; 08-04-2016 at 01:34 AM. Reason: 1000 word limit
So I tried the opener you listed and cleared A8S SSS in my first attempt, I think I used fracture twice during the fight before refreshing Demo and forgot to use it in my opener and I ran out of tp at the end before Invo got off CD so basically 1 Gcd got wasted. A question, when is the most appropriate time to use Invo ? I try to use it the moment it drops below 600, is this the correct time ? Tbh I feel like I wasted a tick where it got below 600 then back to 600+ and dropped again and then used Invo ( Wasn't paying much attention though so im not sure whether it happened ). I'm quite interested in your opener and would love to hear your reasoning for it.
Also, thanks for all the help you're providing me with I appreciate it.
Hi there... I was wondering what your rotation is after this one?
This is my usual opener when not using a fight specific one: http://ffxivrotations.com/8cn
If interested I can go over the reasoning behind the decision of skill placements.
On dummy you want to move the BfB back to be after the 2nd attack so you will fit in one more at the end.Getting so confused with the level 60 rotations...
Just go by priority.
Will Dragon Kick be up for one more rotation? If no reapply, else Bootshine.
Will Twin Snakes be up for one more rotation? If no reapply, else True Strike
Is there 2-5 seconds left on Demo? Reapply, if not Snap Punch
Is there <= 3 seconds left on ToD? Reapply.
Fill with a fracture if demo will run out before ToD and you didn't use ToD after reapplying Demo, DK and TS.
oGCDs go off mostly when off cooldown, depending on fight.
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Getting so confused with the level 60 rotations...


