Short answer, no. This is the rotation I use: http://ffxivrotations.com/77n, due to how the game is there is no one optimal rotation but the one you posted blows all cooldown way early and also does a GL1 unbufffed ToD and is quite unoptimized.
EDIT: Long answer
Using ToD early to get more DoT ticks is not optimal due to all the buffs, using it after GL1 is 10% damage buff compared to using it a lot later in the rotation. On the second skill it's 2.4 seconds into the fight. Comparedly where it's placed in my rotation which is 15 seconds into the fight, meaning that it's missing 12.6 seconds worth of dot ticks which is 4.2 ticks = 105 potency out of it's 270 potency or 115,5/297 with GL1. Using it at GL3 with IR, BfB, TS, DK is a 30 + 16 + 10 + 10 + (10) = 66%(76%) increased damage. 20*1.78 + 250*1.68 = 35.2 + 415 = 445.2 looking at the difference in potency we get 445.2 - 297 = 148.2 potency meaning that the buffed ability is worth more than the unbuffed ToD. The same more or less goes for all the ogcds, saving the cooldowns until after all buffs are up is way more efficient in the majority of the fights, except Shoulder Tackle which can be used in the opening of the fight and will still have BfB up when it is ready again. This is the reason for the layout of my rotation, fracture is also added at the end still being under pot + BfB for extra damage. As for Snap first vs Demo first, Snap does come out in most cases were you are able to open from the flank which is most fights, Demo is superior in most cases if you can attack from the back, like for dummy parses.


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