I don't see why the animation lock is an issue. It doesn't hinder anything, and injects an element of strategy and forethought into an otherwise pretty straightforward class.
The part I hate is the positional tracking. The fact you can use Jump on a Gear/Piston across the puddle and take a tick of Dropsy despite landing on an enemy in a safe zone and standing in a safe zone yourself is nonsense.

Originally Posted by
whiskeybravo
One concern, though, the second B4B usually comes off CD around a 4th/Phelb, at least for me, delaying one GCD in the opener would push it to not catch that phleb, so it would be better to hold it until VT..
I never responded to this. Gonna put it under a cut since I ramble a lot...
Delaying the first B4B to just before Disembowel makes the second one come back just after Phlebotomize. There's no real reason to *not* use it right then for the True Thrust. It's obviously optimal to hold it and trade that TT for a Phleb, sure, but that would further delay the *next* one, too. Either way, this B4B being pushed back (even if you *don't* hold it for the Phlebotomize, which I honestly would not) will be a net gain in potency.
You trade Phlebotomize (410 potency) for a 4th hit (290 potency) which is a net loss of 120. In addition to this, though, your fourth Jump comes up just after the Chaos Thrust that this B4B catches. If you use it before Phlebotomize, you won't have Jump under B4B. If you use it *after*, you will. Jump is 260 potency (counting BotD), which means that, overall, you're *gaining* net potency under B4B, since 290+260 > 410. And that 410 is even weaker than the 550, since we're really comparing
1.3x(550x1.15x1.1) v 1.3x(170x1.15x1.1 + 240x1.15)
or, simplified
904.475 v 638.365
for a net gain of 266.11 potency. That compounds with the additional 2 potency gain from the first b4b. I'd have to extrapolate to a full rotation to see if it's overall a dps gain to keep it 1 gcd removed from the original placement in a parse of infinite length, but that gain of potency from 1 and 2 gives it a lot of leeway to be worse for the next few.
***Disclaimer***
My Jump usage in my rotation is as follows:
1. PS>Jump wrapped around first 4th hit.
2. Jump between VT>FT on my second FT combo.
3. PS>Jump wrapped around the 4th Heavy Thrust.
4. Jump after the second B4B CT.
****Bigger Disclaimer****
I haven't tested this yet, but using this method can drastically improve a Faust parse, too, since you could hold your second Power Surge to use it on the 4th Jump under B4B instead of using it on the third Jump, since you only get 4 Jumps in the fight. Think about the calculations above, only sub in 680 (since I know you probably don't wanna do the math, it's 1118.26).
To make it more clear, here's your total Jump Potency if you use B4B before ID in Faust:
1.3x1.15x1.1x(390) + 1.15*1.1x(390+2x260) = 1792.505
And here it is if you use B4B before Dis in Faust:
1.3x1.15x1.1x(2x390) + 1.15x1.1x(2x260) = 1940.51