Results -9 to 0 of 92

Threaded View

  1. #11
    Player
    Fatshine's Avatar
    Join Date
    May 2014
    Location
    Ul'dah
    Posts
    215
    Character
    Magnus Valerius
    World
    Ultros
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Zamii View Post
    rouse/spur can and should be on the same oGCD, it will take some practice to get consistent at it but they can be chained together almost instantly if done right.

    with 5+ mobs you will need to refresh dots on the first pack almost immediate after you finished bane on the second pack, hence why i said you should only blizz spam on 4 or less mobs, you might be able to fit in a 1 or 2 here and there, but certainly not spam. although as you said it really does matter how how much hp they have, but first thing that comes to mind for me is when turn 4 was actually progression content, I suppose turn 13 (before echo) is similar during adds phase in some regard.

    the cooldown use would be on a per case basis, so i wont go into it to much, but most of the time its better to save your raging strikes in particular for something else, yes it might inflate your dps more using it there, but it doesnt change the fact that the increased dps normally doesn't have as much of an effect as what it woufasterting stricktly the boss for example.

    aerial slash you have considered a GCD move by the looks of it to, which of course its not, but more importantly this should come after the rouse + spur.

    dont finish off a mob with ruin II simply to finish it off in an aoe situation, continue to aoe, it will be caught in the aoe and killed accordingly.
    Umm, no. Aerial Slash is obviously not a GCD. Same with every single pet action. Bane + Aerial slash means, Aerial Slash should be macro'd on to Bane. This means immediately after you Bane, Garuda will use Aerial Slash for an enhanced AOE attack. Also why would I want to use Spur/Rouse together? If I can fit a Blizzard II (or Ruin II) in between for added DPS? The only reason I would do that is if I messed up my rotation somewhere and want to get the second Fester out before the Raging Strikes timer is done on single target. Or to save mp by using less Ruin II over the course of a long fight. Also, yes, spam Blizzard II. That is why I previously mentioned various scenarios where things are done differently. If you have 5+ mobs, look for the add that is closer to the group that doesn't have dots because of the 3 mob Bane limit, and Bane one that does nearest to it. You do know that Bane has a chance to refresh dot timers on new mobs...right? Meaning less dot refresh more Blizzard II spam? Save Raging Strikes? Why would I save Raging Strikes in a dungeon? The more damage you deal the faster a dungeon is done. By the time you reach the last boss, Raging Strikes will be up. In raid content, then yes save Raging Strikes. For example if I have Raging Strikes during DB in T13, I wait until Storm spawns until I use it. As for Ruin II, yes, use it if a mob has what...3% HP left? Unless you use Ruin I and it dies midcast interrupting you making Ruin I pointless. Finally elaborate on Turn 4? I don't know why you would mention it without giving insight as to why.
    (1)
    Last edited by Fatshine; 05-11-2015 at 03:38 PM.
    Quote Originally Posted by Dhex View Post
    Why would you pay for a game, to pay an RMT, to pay other players to play the game for you?