Hummm, versatile? Don't know if I'd call any DRG rotation "versatile" DX.
In terms of damage, no one has done any form of super reliable in-game parsing to identify what is necessarily "actually" the best. I have a spreadsheet model where you can plug in any rotation and it will give a PPS estimate, though, and the rotation I posted is the highest.
The second highest is actually based on the sequence posted by the troll otherwise known as Longnu, but after I made 2 corrections/revisions to what he posted. There's also a part where the PH clips that needs review, but that's not a hard fix for when you use BFB.
The third is sort of a tie between a somewhat simple rotation: HP IDC TTT // HP TTT TTT and the original one Ayvar posted.
As a general note, all these rotations are pretty damn close. The actual in-game DPS should be within 3% in all cases if the player is playing optimally. That is why I advocate the simple one above for most players unless they're really obsessive with optimizing 100%.
In terms of using oGCDs in the opening of the fight, my general pattern is:
HT [BFB] ID [IR] DE [Leg Sweep] CT [Power Surge]
PH [Jump] TT [SSD] VT [LS] FT [DFD]
Proper execution of this sequence with any decent crits will have a good chance of pulling threat off a tank.
The timing for all of the above is intentional:
1. BFB and IR up ASAP so all your oGCDs (aka bonus damage) are buffed (buffed bonus damage > unbuffed bonus damage).
2. No damage oGCDs used until after DE. Again, buffed bonus damage > unbuffed.
3. Leg Sweep used as soon as possible to get it off cooldown faster. This may be counter-intuitive if you are focused on JUMPJUMPJUMP. The concept is that Jumps require some care, so it's extremely likely you will not use Jump exactly when it's off cooldown anyways. Leg Sweep, on the other hand, can almost always be used immediately off cooldown. So get it off cooldown sooner.
4. Life Surge before FT.
5. Jump spam in general to space out the rotation so you don't need to add Fracture to avoid a CT clip the next cycle. Note: this means never jump before DE or before CT. Always jump after CT where possible.
6. The DFD will launch with the last 0.5-1.0 seconds of the HT buff. If you use all 3 jumps prior to FT, then FT will miss the HT buff.


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