A frequently asked question is when to use Bloodsurge Slams and when not to. In the rotational basis, these Slams are used in places that do not delay the BT-WW-BT pattern unless the proc (the actual Bloodsurge buff) will expire before you can use it. There are only a few unique locations in the rotation where a proc can occur and expire later if not used. These locations in the rotational timeline can differ depending on the player's lag and reaction time. The following are the three locations for slam usage which optimizes the rotational basis:
1. After the 2nd BT but before the point where if Slam was hit, its GCD would result in DPS loss from BT/WW delay.
2. Before the 1st BT in the next period if immediately after a critical ability or Slam which trails the 2nd BT if it will expire before the WW GCD in the next period is finished.
3. Before the 2nd BT if it will expire before the 2nd BT's GCD finishes.
This will not only minimize losses from Bloodsurge being overwritten, but also minimizes any losses from delaying BT or WW when Slam needs to be used. All rotations adapt on this principle. In a lagless (and 0 reaction time) environment, following these rules will create four variants of the rotational basis. A 8.0s period, two 8.5s periods, and a 9.0s period which are shown below.
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An 8.0s period would occur if a Bloodsurge Slam was not available after the 1st BT nor immediately before the 1st BT in the next period. The 8.5s period can occur if a Bloodsurge Slam needed to be used before the 2nd BT per rule (2). Due to latency, reaction time, and human error issues, these perfect rotations always become broken or stretched. The 2.5 seconds after the 2nd BT's GCD finishes is especially sensitive. The player must be able to react to a new proc and decide if it needs to be used right away or if it can be saved for the 1.0s space after the WW's GCD. A proper decision relies on when the proc occurred, either before or after what is called a time-intercept point, or intercept for short. Determining the exact intercept for a specific player requires a bit of math, which will be fully shown in later sections. It is basically derived from an equation using your reaction time, latency, the sum of two GCDs (BT and WW), the 5s Bloodsurge is active, the weighting of damage versus time between a Slam and BT/WW, and the chance Bloodsurge will proc again in the time elapsed. Without going through all the math to find the exact value, a good practice is to use a fresh Bloodsurge proc if it will not delay the BT more than a couple tenths of a second. If you do not have good latency or reaction time, then you can afford to delay BT more than this, else risk your proc expiring before you can hit it after the WW GCD. This is backwards, but remember these procs are only 5 seconds, regardless of how long it takes you to finish GCDs due to latency.
The best way to get a feel for the rotational basis concept is to practice. Spend a good amount of time on a target dummy going through the rotation. Follow the three rules posted above. Pay attention to when you get your procs, and how long of a duration they have left. Get a feel for what procs you can let sit, and what procs you must use. Having a specialized user interface can streamline the monitoring and decision-making process, which is discussed in section 16.