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  1. #21
    Player
    PenelopeWinn's Avatar
    Join Date
    Aug 2014
    Posts
    113
    Character
    Penelope Do'urden
    World
    Leviathan
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Skeith-Adeline View Post
    They aren't optimal, but the Ps4 isn't friendly towards Pet hotbars
    (ps3 here) I for one don't use pet hot bars, I take the skills and put them in with my own. if your using the l2 +r2 hot bar options then you have access to 32 skills without ever technically switching bars.

    Also for your rotation you say you contagion your dots -> fester -> sc shadow flare -> then reapply.
    there is no point in reapplying at that time due to the fact you just used contagion (or maybe im misunderstanding)
    (0)

  2. #22
    Player
    Panteleon's Avatar
    Join Date
    Sep 2011
    Location
    Limsa Lominsa
    Posts
    31
    Character
    Panteleon Greiz
    World
    Balmung
    Main Class
    Arcanist Lv 50
    I still don't understand why people don't lead with Miasma instead of Bio II. When you go Miasma -> Bio II -> Bio -> Bane, then the Miasma and Bio drop off at essentially the same time (assuming you start reapplying in the same M/B II/B I fashion once Bio I hits 5sec on the counter). Therefore, it simplifies the reapplication and Bane-ing process for multiple targets and allows you not to miss a tick of damage across multiple targets.

    So... when I'm planning to Bane, I always lead with Miasma.

    Even when I'm doing a single target rotation, I always lead with Miasma. Between Festers and reapplication of the DoTs as the time comes (in matched groups; i.e. Miasma/Bio I at the same time followed variably by Festers, restarted Bio II's, then again restarted Miasma/Bio I), you end up with all DoT's dropping at the same time after the third cycle, meaning you cleanly restart your applications.

    Is there something I'm missing about the value of leading with Bio II?

    EDIT: Also, to the person with the intriguing idea of fitting two Bio I's into a Raging Strikes cycle... do you find that putting Fester right after the Miasma intermittently drops the Fester potency by 2/3's? I usually have to wait ~3/4 of a GCD after casting Bio (in a Miasma/Bio II/Bio I cycle) to be sure the DoT is applied so that Fester is at full potency (the Bio I doesn't seem to register right away). Basically, I wait toward the end of the GCD then apply Fester just before the next action starts (so there's no slow-down of the cycle, but also no loss of Fester potency).
    (0)
    Last edited by Panteleon; 08-20-2014 at 05:16 PM.

  3. #23
    Player Dwill's Avatar
    Join Date
    Sep 2013
    Posts
    915
    Character
    Elenath Lanthir
    World
    Cactuar
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Panteleon View Post
    I still don't understand why people don't lead with Miasma instead of Bio II. When you go Miasma -> Bio II -> Bio -> Bane, then the Miasma and Bio drop off at essentially the same time (assuming you start reapplying in the same M/B II/B I fashion once Bio I hits 5sec on the counter). Therefore, it simplifies the reapplication and Bane-ing process for multiple targets and allows you not to miss a tick of damage across multiple targets.

    So... when I'm planning to Bane, I always lead with Miasma.

    Even when I'm doing a single target rotation, I always lead with Miasma. Between Festers and reapplication of the DoTs as the time comes (in matched groups; i.e. Miasma/Bio I at the same time followed variably by Festers, restarted Bio II's, then again restarted Miasma/Bio I), you end up with all DoT's dropping at the same time after the third cycle, meaning you cleanly restart your applications.

    Is there something I'm missing about the value of leading with Bio II?
    Thats the thing, you don't want them to fall at the same time since they always have to be rolling. Your DoTs should never be falling off when starting with Bio II and there are enough things to do to make sure you have zero downtime during a whole encounter with your DoTs having a near 100% uptime (minus certain Boss phases where they disappear/are untargetable).
    (1)

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