WrathOfInnos wrote: »@JinMori On Magden, I’ve found the best rotations are based around the bear cooldown, typically 20-21s or 22s with the Vamp cost increase. As non-Vamp I just do Shalks every 3rd skill or 7 times in 21s, and other DoTs fit into that twice (every 10-11s, shifting around Shalks). The main benefit to Shalks every 3rd skill is that you’ll always be on front bar when they hit.
With Vamp this all changes, because Blood for Blood hits about as hard as Shalks, so doing anywhere from 4-6 Shalks in 22s is just as effective as trying to fit 7. It’s an easier static rotation now too.
I’ve seen other Magdens getting good results with a 12s rotation too, using 4 casts of Shalks and just letting Fetcher, Orb and Wall fall off for 2s. I think 93-94k is possible with that setup.
These types of threads always interest me b/c one person points out 1 skill out of 8 is over-tuned and should be brought down to equal those others, then everyone chimes in with not to nerf that one skill, but buff the 7 others. As if they easier thing isn't to adjust one over seven. Power creep is already a very big deal, we don't need to keep buffing everything up to equal one thing that is over-tuned. And in the end, nerfing that one down or buffing the other seven accomplishes the same thing in the end, but buffing just constantly pushes power creep even more than every new season of gear will.
These types of threads always interest me b/c one person points out 1 skill out of 8 is over-tuned and should be brought down to equal those others, then everyone chimes in with not to nerf that one skill, but buff the 7 others. As if they easier thing isn't to adjust one over seven.