yea i also notice ID animation seem a bit longer compared to a simple rotation with BS-TS-snap.for the tp cost it wasnt a problem so far.When your GCD begins to go under 2 seconds, impulse drive animation is too long to warrant using it anymore. Not only is the animation an issue, you will drain your TP real quick using ID in conjunction with your DoTs, which all 3 including fracture do more damage than any other skill you have.
DK-TS-Demo/SP-ID/ToD-ID/Fr-ID
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Keep in mind that the positioning of the skill is "locked" once the animation starts, you can start moving once the skill has started. I.e. you can start ID animation and begin moving immediately to flank and you'll get full rear potency on ID even though the animation may actually finish while you're at flank.
But yeah, overall the animation for ID is a bit longer than i'd like.
yes i know shyle but when you use 2xID back to back.....the long animation is another story.Keep in mind that the positioning of the skill is "locked" once the animation starts, you can start moving once the skill has started. I.e. you can start ID animation and begin moving immediately to flank and you'll get full rear potency on ID even though the animation may actually finish while you're at flank.
But yeah, overall the animation for ID is a bit longer than i'd like.
between i come up with another rotation on trash that seem interesting.
DK-twin-demo-DK(debuff applyed)-twin-snap-BS-ID-twin-snap(or demo not sure) DK-twin-snap(or demo if not applyed on other rotation)
with this rotation,debuff/buff are up all the time
basicly,its the same simple rotation but,using ID instead of true strike.it got 30 more potency so non crit is higther then true strike and if it crit,way higther dmg but....true strike have 5% crit chance so because of that reason im not sure if this rotation is better
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