Quote Originally Posted by PheonixCain View Post
EDIT: in A1S, my 2nd B4B usually comes before .5 shows up, and i tend to just use all the IR/BOTD/jump/spineshatter on the original, hold the B4B and LS, and elusive jump to the .5, then B4B on the .5
No no no bad.

You absolutely need to hit the second B4B when it comes up. Stay glued to that boss. You'll use it right after your CT combo (before/after Phleb) if you're doing the rotation right. You want to stay on the main oppressor until your B4B falls off and then Elusive to 0.5. Alternatively (what I sometimes will do) you can pop B4B into HT>CT on main > elusive > CT on 0.5 before B4B drops. Either way sorta works, but I think staying on main oppressor and getting your full 9 uninterrupted gcds is better.

This link is from my best parse with my old static (I'm on main oppressor with my new one, I was on 0.5 with my old), taken from where my second B4B starts. You can see how I get my dots up on the main oppressor at the end of B4B (it dies just after CT) before hopping to 0.5.


As for why this is important, though, you need to look at how many B4B casts you're gonna get.

Each full rotation is ~2 minutes long, including the ~30s downtime of the jump. So, after the first jump, you'll only get 1 b4b per jump, period. The second will come back at the bitter end if you use it right at the start, not enough time to get anything out of it.

However, the opening phase (up until jump 1) is ~3 minutes long. 3 minutes is ~180 seconds. If you use B4B at the start and then on cooldown, you'll use it at (approximately) 0, 80, and 160. If you hold it those extra 10-15s, you'll use it at 0, 95, 175. Suddenly the third one either doesn't exist or is super ineffective. As such, you *need* to keep it on cooldown for the pre-jump phase so you can get 3. You'll get 1 per jump from then on anyway. This ensures 4 in 1 jump, 5 in 2 jump, and 6 in 3 jump, rather than 3, 4, and 5. That's a significant change.