I must respectfully disagree with this advice. Learning a rotation a few buttons at a time will promote development of habits that fit an incomplete action set, rather than a complete panoply.
Some general tips:
Corps-a-corps, Displacement, and Surecast should be near your Sprint button, as they are all movement-related abilities.
Veraero, Verstone, and Verholy are all white spells, and should be the same key, with different modifiers.
Verthunder, Verfire, and Verflare are all black spells, and should be the same key, with different modifiers.
Modifiers should apply to spells by purpose: Verstone/Verfire (the Verfastspells), Veraero/Verthunder (the Verslowspells), and Verholy/Verflare (the Verfinishers).
Ex... 3:Verstone; 4:Verfire; a3:Veraero; a4:Verthunder; s3:Verholy; s4:Verflare.
Jolt and Impact should be the key before or after your white and black spells, and should have modifiers that match Jolt with the Verfastspells, and Impact with the Verslowspells. Arguments could be made for the reverse.
If you happen to play with a mouse, you might find it helpful to macro mouseovers for Vercure, Verraise, and party-related role abilities to things like middleClick:Vercure, a.sh.MiddleClick:Verraise, sh.MiddleClick:ManaShift.
Sample bars (you'll need to make some modifications to accommodate a three bar setup)
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