
Originally Posted by
Thendiel
This is really interesting. I'll have to practice this, as it would presumably be essential to sustained single-target DPS. Any rules of thumb for how to put it into action? Or perhaps a video? If not, that's fine--I'll play around with GK timing on my own and see if I can get things to sync up properly the way you describe.
the red indicates blood for blood
http://i.imgur.com/z5GFbBp.jpg
hastily made diagram. you'll notice that every blood for blood (red) either occurs late enough into botd that it's possible to delay a geirskogul to get 2 into the window.
once it hits 240seconds in the loop resets with both botd/bfb being cast 5 seconds after the other just like the opener of our rotation.
of note though is that during the very end of the loop (last 5 seconds of BotD4) you can see how BFB comes off cooldown right before a new BotD is cast and you can shove a GK in there. and then the remaining 15 seconds of BFB flow over to the beginning of loop2 allowing us to throw another GK in.
basically, the only time you should get one GK in per blood for blood is the initial blood for blood.
the GK you should delay is equal to botd-1 with loop resetting at 4.
delay GK1 of botd2, GK2 of botd3, and GK3 of botd4.
and then start all over.
Code:
for (botd = 1; botd<=4; botd++){
if(botd !=1)
cout<< "delay GK " << botd-1 << " of " << botd << endl;
}
also on the topic of stat weighs, they're so insignificant now, I have a feeling we'll just take whatever we can get on our gear at this point.