Ok ok so 2.1 version of mnk rotation set us still the same, with the exception of dropping FRACTURE!. Why is that? Would it make it more easy to keep DK AND SNAKE BUFF UP?
Ok ok so 2.1 version of mnk rotation set us still the same, with the exception of dropping FRACTURE!. Why is that? Would it make it more easy to keep DK AND SNAKE BUFF UP?
I won't mind dropping it but I'd like to know if 5% dpS loss is big. What do u guys think of keeping ID?
No, not dropping it, but not using it all the time whenever it runs out. The point is, that the other attacks now do more damage than before and it's not worth to let the buffs run out briefly to use fracture. So you only have so many global cooldowns you can use before you need to reapply the buffs, and fracture competes with touch of death for that global cooldown. Of course, if you have high skill speed, you have more time and might be able to get in a full uptime of fracture.
Ok got it. So that means fracture became what TW was, in the sense of having more skill speed so I can keep it with out lossing my buff
This whole fracture thing is so fight specific, though. Realistically you won't see a perfect rotation opportunity outside of standstill tank and spank fights.
I'm not sure why Fracture is becoming such a big deal to you guys right now. If you macro it with Demolish and apply them both together every time, you have no problems with buffs dropping. You can even fit in HoD before applying them.
Once you hit 3 GL stacks you can even HoD, ID, Demo, Fracture and still manage the buffs/debuffs.
Only if you do the side rotation twice in a row, which is not desirable since the rear attacks got boosted a lot. Assuming a global cooldown of 2 seconds doing a side and a back rotation take up 12 seconds. The buffs (dragon kick and twin snakes) have a duration of 15 seconds, which means you can squeeze in 1 additional move without loosing the buffs. If you want to squeeze in 2 additional skills, you need a global cooldown of 1.875 seconds, i don't know how much skill speed you need for that or what kind of global cooldown players with ilvl 90 gear have.I'm not sure why Fracture is becoming such a big deal to you guys right now. If you macro it with Demolish and apply them both together every time, you have no problems with buffs dropping. You can even fit in HoD before applying them.
Once you hit 3 GL stacks you can even HoD, ID, Demo, Fracture and still manage the buffs/debuffs.
That's like +310 SS, or 651 total SS. With low lag you may be able to relax that down to +280 or so, or 621 SS.
Your start is always going to be weak no matter if you do side twice or start back. I'm not sure how that is even relevent to what I said.Only if you do the side rotation twice in a row, which is not desirable since the rear attacks got boosted a lot. Assuming a global cooldown of 2 seconds doing a side and a back rotation take up 12 seconds. The buffs (dragon kick and twin snakes) have a duration of 15 seconds, which means you can squeeze in 1 additional move without loosing the buffs. If you want to squeeze in 2 additional skills, you need a global cooldown of 1.875 seconds, i don't know how much skill speed you need for that or what kind of global cooldown players with ilvl 90 gear have
if you start back and go snap into the side rotation and end with demo/fracture, you still have enough time to do a full rotation again. With GL2, you will have time to refresh your HoD, and still apply demo/fracture. GL3 will give you time to ID or HF, and demo/fracture.
With GL3 you will be able to do a full side/back rotation, with demo/fracture while using alternating HoD/ID/HF as you switch to back. I'm not sure why you think you need crazy SS because I don't have any. The standard rotation I'm talking about is DK-TS-Demo/Fracture-BS-True-Snap. Again, how you start doesn't matter because your DK or your BS won't be strong anyway. It makes more sense to do a double side so all your backs/dots hit harder.
Last edited by Koopatroopa; 12-20-2013 at 11:02 PM.
I'm not talking about building up GL3 (everything is different there anyway) but about what to do if you can go all out (like WP final boss). Always assuming a cooldown of 2 seconds: Your rotation DK-TS-Demo/Fracture-BS-True-Snap is 7 skills, so it's 14 seconds and you have 1 second of DK and 3 seconds of TS left after finishing it. If you use any other skill than DK now, your DK will run out before you can reapply it, and TS will run out before you can refresh the buff. Thus you can't do ID or anything else (most notably touch of death) without losing the buffs temporarily which means losing 10% of damage on DK and TS, apart from stalling strong attacks like bootshine and true strike. If you had enough skill speed to get a global cooldown of 1.875 seconds you could use another skill and still make it in time before DK and TS ran out.Your start is always going to be weak no matter if you do side twice or start back. I'm not sure how that is even relevent to what I said.
if you start back and go snap into the side rotation and end with demo/fracture, you still have enough time to do a full rotation again. With GL2, you will have time to refresh your HoD, and still apply demo/fracture. GL3 will give you time to ID or HF, and demo/fracture.
With GL3 you will be able to do a full side/back rotation, with demo/fracture while using alternating HoD/ID/HF as you switch to back. I'm not sure why you think you need crazy SS because I don't have any. The standard rotation I'm talking about is DK-TS-Demo/Fracture-BS-True-Snap. Again, how you start doesn't matter because your DK or your BS won't be strong anyway. It makes more sense to do a double side so all your backs/dots hit harder.
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