2013-01-10, 01:50 PM
JoeTang Wrote:I'm working under the assumption there is no limit to the number of dots stacked for damage; the last time I checked, the description on KMS was adjusted to not include a minimum or maximum number of stacks. This is where I removed the requirement of two or more dots. If anyone can test on GMS, it would be very helpful. Regardless, I do believe every single source of dot to be beneficial to an F/P's %/s, especially since their durations are all boosted by Burning Magic, requiring such a low number of recasts.
The great thing about Flame Gear is it's a good cast and forget; its damage is one of the least affected by status and interrupts. For your primary attacking ability, each time you're stunned/sealed/seduced, etc, you're forced to stop attacking, losing damage. The damage from Flame Gear should always be active as long as the cloud is up, like Poison Mist. The only loss in damage to Flame Gear's potential itself is if you recast it too soon or too late.
Last I heard, in GMS you can stack up to a limit of 5 DoT skills max to boost ME's damage, no more than that. Not sure if this has recently changed or will change per KMS, nor can I test it out now (can't play until weekend
), hence why I asked. [MENTION=6790]Green4Ever[/MENTION] probably has a much better idea.

