Originally Posted by
Katchii
Summoner's rotation is almost entirely dependent on the amount of time that's passed, because the abilities you need to activate in order to get to your big payoff have inherent cooldowns and there's no ability that can be used to speed things up.
Dreadwyrm Trance has a 55 second cooldown, and you HAVE to use this in order to trigger the next part of your rotation, and unless you want to severely impact your DPS you need to use the full 15s duration of it. At the end of it you get the resource needed to Summon Bahamut, which lasts 20 seconds, and only after this is over can you move on to the next phase of your rotation which is Firebird Trance. After which, the whole thing starts over again, but you should use the full 20 seconds of Firebird Trance in order to maximize your DPS.
This means that no matter what you do or how well you play, there's nothing you can do to speed things up. You HAVE to wait 55 seconds between each Dreadwyrm Trance, it's a huge DPS loss if you don't utilize the full 15s duration of Dreadwyrm Trance, and you HAVE to wait the full 20 second duration for Summon Bahamaut to end and then you can use your final bit of your rotation. That's, at minimum, a full ~1:30 between the start of the rotation and the end of it (1:50 if you count the full duration of Firebird Trance), with no way to speed it up or adjust to it if the dungeon/trial/raid fights don't line up with your windows. That's almost 2 minutes between the start of your "rotation" and the end of it.....and there's nothing you can do to change that.
You can delay those cooldowns/ abilities to line up with appropriate phases, but that means your gimping your DPS in that window, but the flip side is that if you use one of those cooldowns/ abilities at the WRONG time, there's simply no way to recover from it and your rotation/ rhythm is thrown off for the rest of the fight.