I've been annoyed at how hard to learn the NEW MCH rotation is, so I've attempted to theory craft it, here's how far I've gotten into figuring it out so far:

In theory, the main rotation is built on using the main combo to build up heat and then use Heat Blast; one mistake I made in my calculations the first time I tried to figure this out was that I miscounted the heat given by Clean Shot.

So, keeping the math of the heat a little consistent, the body of the rotation looks something like this, current times based on my level 71 MCH's current GCD rounded down (2.35), but I'm assuming the GCD doesn't get any faster at higher levels:

4x combo chains (28.2s, +60 heat), Hypercharge 5x Heatblast (7.5s, 10 heat remaining); 3x combo (21.15s , +45 heat), HCx5HB (7.5s, 5 heat remaining), 3x combo (21.15s ,+45 heat), HCx5HB (7.5s, 0 heat remaining)

So far, we're up to 93 seconds... Now consider that the start and end of this rotation is going to be a Barrel Stabilizer/Wildfire moment, which skips the Combo entirely, which in terms of what it does in the rotation is another 7.5 seconds of heat blast... Putting us at 100.5 seconds.

We've still got to fit the Drills and Air Anchors into this rotation though; considering their cooldowns of roughly 20 seconds and 40 seconds each, you have 6 drills and 3 Air Anchors... For a total of 21.15s spent on the GCD because of them.

... For a total of 121.20s of time in the rotation. Which gives me internal screaming over the time being OVER the 120s cooldown even slightly, rather than under, but lets ignore that for now.

I tried having specific locations in the rotation for these, but given it sticks them inside the middle of blocks of combos, as well as outside them... It made it pretty hard to follow

So new plan: just pretend that the Heat Blast Phase is a Combo Chain in itself, and use the Drill between every 3 Combo Chains; regardless of what block its in. (By Extension, I suppose use Air Anchor every 6 Combo Chains)

Now the part that makes me cringe in this rotation... Is the fact you eventually get to a part in the rotation where you've got two Heat Blast phases back to back thanks to Barrel Stabilizer being at the start of the rotation, and having a Heat Blast phase at the end of the rotation... Which is where my analysis of this rotation ends and I prepare to depart to scream into the ether about the endless button spam of a single under-powered ability.

... But that's for another thread.

Hopefully, anyone who used to play old MCH and has been as purplexed by the new MCH as I have can actually make use of these crazed ramblings; but I've been here a bit long and I need to get going.