Playing around with times i guess this would be ideal? However i guess this also requires you dont miss a single beat xD so not plausable in the real world of schemes. Or is this a pretty bad rotation?

*Numbers in brackets is the duration of the skill remaining)

ToD (ToD 30)
PB (ToD 28)
SP (ToD 25)
SP (ToD 23)
DK (ToD 21) (Dk 15 - seconds Lower blunt resistance)
TW (ToD 19) (TW 15 - seconds damage increase 5%) (DK 13)
DM (ToD 17) (DM 18) (DK 11), (TW 13)
BS (ToD 15) (DM 16) (DK 09), (TW 11)
TS (ToD 13) (DM 14) (DK 07), (TW 09)
SP (ToD 11) (DM 12) (DK 05), (TW 07)
DK (ToD 09) (DM 10) (DK 15), (TW 05)
TW (ToD 07) (DM 08) (DK 13), (TW 15)
BfB (ToD 05) (DM 06) (DK 11), (TW 13)
IR (ToD 03) (DM 04) (DK 09), (TW 11)
DM (ToD 01) (DM 18) (DK 07), (TW 09)
ToD (ToD 30) (DM 16) (DK 05), (TW 07)
BS (ToD 28) (DM 14) (DK 03), (TW 05)
TS (ToD 26) (DM 12) (DK 01), (TW 03)
SP (ToD 24) (DM 10) (DK 00), (TW 01)
DK (ToD 22) (DM 08) (DK 15), (TW 00)
TW (ToD 20) (DM 06) (DK 13), (TW 15)
SP (ToD 18) (DM 04) (DK 11), (TW 13)
BS (ToD 16) (DM 02) (DK 09), (TW 11)
TS (ToD 14) (DM 00) (DK 07), (TW 09)
DM (ToD 12) (DM 18) (DK 05), (TW 07)

Not sure how it stacks with others. Just messing about on paper etc on cooldown times etc etc. Just seems it leaves very little time to get B4B and IR back up again without risking dropping GL?

Think ill go back to the design desk... Any input be great