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12.13.2014 , 10:30 PM | #26
Quote: Originally Posted by KeyboardNinja View Post
There are actually several ways that we can improve on this. Blood Boiler drifts with respect to Blaster Whip, as does Shank Shot. Thus, the optimal rotation delays Sucker Punch in order to get its fillers on cooldown. Basically, you land in a priority queue something like this:
  1. Sucker Punch (if 2 TA and BW or Pugnacity or Cloak coming off CD)
  2. Blaster Whip
  3. Backblast
  4. Blood Boiler
  5. Shank Shot (if <90 energy)
  6. Sucker Punch
  7. Vital Shot (if >95 energy or Cool Head coming up and not ticking)
  8. Quick Shot (if >95 energy or Cool Head coming up)
  9. Flurry of Bolts

Structurally, things basically continually drift. The only static point is Backblast in relation to Blaster Whip, assuming that you don't have fight downtime or similar forcing them out of sync. Incidentally, in a boss fight I also find myself using Vital Shot a fair bit to get a ranged bleed on a target, so that I can use Blood Boiler as I'm running up.
Doesn't blood boiler have an 18 second cooldown? Other than that, good point on the Shank Shot floating cooldown thing, I should have thought of that myself.

So in other words, it is now:

Bludgeon -> [FILLER A] -> Backblast/[FILLER B] -> [FILLER C]

where those 3 fillers could be anything (prioritizing 2 UHs Sucker Punch, then Blood Boiler, then Shank Shot when you wont end up capping energy, then resources, then vital shot and finally 1 UH Sucker Punch

Once a guy who wrote guides, now just a guy getting back in
Vanguards/Powertechs 4 lyf