The way I see it, it seems fairly safe to say that getting a 7th Hypercharged turret shot (vs 6), is worth almost any sacrifice you make - since an extra ~3 seconds of vulnerability debuff on the boss for the whole raid is extremely valuable. Which means any opener we're considering now must be able to make that happen.
[GB off] BFB, HE, RS, Hypercharge,
Hot Shot, [GB on] + Potion
Lead Shot...
which Aiurily mentioned on p32 seems to be pretty much the only case where you can activate Hypercharge prepull and still get 7 shots. And only because it's the very last thing you cast before the pull, and you have GB off so you can Hot Shot instantly to put yourself (and your turret) into combat.
BFB, HE, RS,
Hot Shot, Hypercharge + Potion
Lead Shot...
This one seems to be the only other spot it can go into in our regular opener, which is after Hot Shot and before Lead Shot, because you absolutely want that vulnerability debuff up on the enemy before Lead Shot hits it. This one definitely has issues with GCD clipping because there's no way you can fit Hypercharge and Potion between those two skills.
BFB, HE, RS,
Gauss Round, Hypercharge,
Hot Shot, Potion
Lead Shot, Reload
Split, Wildfire
Slug, Reassemble
Clean, Quick Reload, Rapid Fire
Split, Ricochet
Slug, Head Graze
Split, Blank
Clean, Gauss Round
Slug
The old double GR opener I used to try, which got a tiny buff relative to other openers since GR has 20 more potency. I won't push it on anyone, but I'm personally a little interested in it again because it 1. produces a 7-shot Hypercharge and 2. Doesn't cause any GCD clipping issues since you're not trying to fit both Hypercharge and Potion in the same space.
Honestly I don't really know which is best right now, they all have pros and cons.



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