I disagree. You should be using fracture on every boss encounter in the game. The ones that make you go dry you just have to know when during the fight to stop using it so you don't go dry.

There are many targets/phases where Fracture is not a good skill to be using because of the high TP cost or because of preserving GL stacks. However, as is the case with Touch of Death, it's a good skill to toss on anything that's going to soak its duration when you can afford the TP. Places where I find it is useful to have include:
Primals, to DPS while you or the target is moving.
Turn 2 ADS because you should have plenty of TP.
Turn 4 on dreadnaughts maybe, pending your group's DPS.
Turn 5 on Twintania in final two phases since it gives you some damage while you are moving around for twisters/dreadknights/fireballs.
CT bosses like King Behemoth and Acheron, toss it on with your other DoTs before hiding for meteor/flare.
I've never understood this logic. Either the dot is worth including in your rotation because it increases DPS or efficiency, or it isn't. I fail to see how disconnecting from the boss has anything to do with it.

You are apparently not a stupid player. Good for you.
On other topics:
- Fracture is virtually not worth using anymore. It's possible to add Fractures on off-ToD DK cycles, but dealing with the added complexity for literally +1 DPS sustained is silly, nevermind the TP costs.
- Also, for the person asking about multi-dotting, yes you should toss a Demolish on every target in a multi-target pull. ToD only if the mob will last a while (this means in a general fight you'll not want to ToD the primary target since it will drop relatively quickly, but you do want to ToD the off-targets, or maybe just the last target).
Because of rotation forwarding. A fracture deals more damage than a snap punch. But a snap punch forwards your rotation and as we all know we need to keep up our rotation so all buffs and debuffs stay in place. But in a moment before you have to disconnect from a boss for so long that all buffs and debuffs will run out anyway, the rotation forwarding advantage of snap punch falls away. This can be enough so fracture pulls ahead, especially since TP usually isn't an issue in a fight with such a mechanic.
You have time before the buff falls off to add in an extra attack. Otherwise Touch of Death would only be useful during disconnects, but we all know that you're supposed to use it as needed, not just during disconnects.Because of rotation forwarding. A fracture deals more damage than a snap punch. But a snap punch forwards your rotation and as we all know we need to keep up our rotation so all buffs and debuffs stay in place. But in a moment before you have to disconnect from a boss for so long that all buffs and debuffs will run out anyway, the rotation forwarding advantage of snap punch falls away. This can be enough so fracture pulls ahead, especially since TP usually isn't an issue in a fight with such a mechanic.
Besides, that poster already clarified what they meant, and I already said that I agree with what they meant: On fights that have long disconnects, you're not getting TP starved and can thus afford to use Fracture. If there are no disconnects, it's not worth the TP cost despite the higher potency.
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