Don't feel like you must execute the first rotation from the guide. It's designed as a tool for new Dragoons to learn how to correctly cycle their buffs/debuffs while maximizing their dps as much as possible. I do not think it is a suboptimal rotation, the dps is very close between all of the rotations, and I think its "simplicity" of execution and ease of remembrance more than make up for anything it lacks. I've certainly lost dps due to losing my place in a more complicated rotation more than once. However, you should not feel that this rotation is required.
Ditching Fracture is certainly a fine option, there are two suggested rotations in the guide that don't have it, one of which I use myself (for the fights that warrant it). However, if you really want to keep it you have two options: 1) Adjust your rotation. If you're comfortable, you can place Phlebotomize and Fracture anywhere in your rotation that needs a gap filler. Your DoTs get applied slower, and you'll give yourself a more complicated moveset to attempt to execute, but it is a viable option. For example:
HT-Fr-ID-Dis-CT-TT-VT-FT-Ph-HT-Fr-TT-VT-FT-ID-Dis-CT-Ph-HT-Fr-TT-VT-FT-TT-VT-FT-Ph
Again the DoTs are up slower, and the rotation is harder, but you have the option to adjust to ensure your FT always hits with HT+BFB.
2) There may actually be something wrong with the execution, this can happen for a number of reasons, so lets check on the main ones:
i) Are you moving to the back before it's time to apply ID? This may seem dumb, but I used to do this all the time when I was starting out. I'd sit on the flank after HT and wouldn't move to the back until it was ID time, which cost me half a second. Since the DoTs have no positional requirement, you can move to the back right after applying HT.
ii) Try using Jump after CT instead of Dis. I find no difference between them, but some people find the CT animation easier to interrupt which might save you some Jump animation time.
iii) Make sure Jump is the only oGCD ability that is overriding the global cooldown. If you're not spamming the buttons the others may end up overlapping very slightly.
iv) Lastly, make sure you're actually missing the HT buff in the first place. Full Thrust has a long-ass animation, but HT only needs to be active when you hit the ability. It does not need to be up when the animation actually goes off. Due to the snapshot method of damage, as long as the buff was active when the ability was used, it will still apply when the ability "connects"
Good luck!


Reply With Quote


