Well, you got me interested enough in ID to test it with a parser. I went toe-to-straw with some training dummies and here's what I found:
Conditions -
1) No DoTs; the parser does not read them accurately (no crits, Fracture is 30s cross-class, author-made algorithm)
2) No off-GCD skills or buffs except Invigorate
3) Always locked on; no cutting from back to flank
4) Open with Dragon Kick from the flank as the timer starts
5) GL3 buildup counts
6) 3 minutes, no survivors
ID+MNK rotation
DK > Twin > Snap (x3 to start for GL) > ID > ID > ID > repeat
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At 2.05 GCD, I was able to maintain GL3 within a hairs breadth of it wearing off. This approach certainly is easier: 3 hits from the flank, 3 from the rear and repeat. There is no room for error here though - if you don't mash those keys, you will lose GL.
What ended up getting me around the 1:40 mark was TP--I ran out. After I used Invigorate, I ran out of TP again somewhere around 2:20. GL was lost and I had to rebuild GL from scratch. This impacted DPS, but as you will see, it wasn't as big a gap as it could have been:
MNK rotation only
DK > Twin > Snap > Boot > True > Snap > repeat, or alternate DK and Twin as desired
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I will admit I goofed on this and misused DK/Twin once or twice. There is a ~2000 point difference between an ID rotation and strict MNK rotation; disregarding the discrepancy in auto-attacks, the difference is only about 1600.
I also ran out of TP on this rotation as well, around 2:00, but Invigorate saw me through to the end of 3 minutes. GL went uninterrupted.
I would love to compare these again when we can accurately measure DoTs, but the off-GCD abilities alone would be a fraction of a second I wouldn't risk on a tight, 6-step ID rotation. Nevertheless:
ID pros:
Simple rotation: easy to manage all buffs
Simple attack pattern: 3 from the flank, 3 from the rear
ID cons:
Unforgiving rotation: getting back to GL at 2s GCD is a close call every time
Stresses TP: not even Invigorate can get you far past 2:20 of solid punching
Specific positioning: missing a rear attack of ID will set you back in potency without advancing MNK forms
MNK pros:
Always advancing: sticking to MNK skills will always move forms forward, so it is safer to manage GL
Positional variety: MNK can use a different skill on demand to maximize DPS if the mob position suddenly changes
MNK cons:
Inconsistent rotation: you will have to bounce between different skills constantly
On-the-run: You will have to constantly move from flank to side in the middle of a rotation in order to maximize DPS