- 5 ammo opener on pull. Barrel naturally comes off when you need to move for the prey markers, then back on to refresh Lead shot.
- delaying quick reload maybe one GCD guarantees a proc to move with when gravitational anomaly comes out, letting you dodge before you can take your barrel off again. Probably worth it.
- Take off barrel soon after to dodge sacrament and get back into position. Refresh hot shot before boss disappears.
I think my timings are slightly off yours because I do the max potency Wildfire 5 ammo opener (the one that leads with GB off'd Slug Shot so you can roll into a proc'd Clean Shot the first GCD post-WF application), and group positioning will also make a huge difference here. I start with GB off, it goes up after Hot Shot, stays up until the tail end of WildFire, then goes off for a GCD to fit in the last Split and potential Auto, then back on. Mine goes back on at around 25 seconds, and the Gravi cast is at around 40-41 seconds so I can turn it back off again to dodge if I choose/don't have a proc handy. We do the bait and run mid/inside the boss's hotbox, so if it's Radiant I'm done moving. If it's normal Sacrament, I might leave GB off another GCD or two to get a proc to allow movement for the dodge/turn it off there if I got proc carried through the prior.
- pop hypercharge as soon as it comes back so that depending on kill times, it may be available right after the boss comes back. This is also roughly when the last two adds spawn so it contributes to the next few lead shots.
This works really conveniently at first, but post-DPS-weapons (which we got all at once because literally 8 kills with 0 usable DPS drops so we all paged everything out for week 9) the post-ultimate Hypercharge is going to go weird. I burn my first two hypercharges on CD, but if you're killing the adds fast enough the third one will come up around the time Temporal Stasis casts. If it comes up before you can pop it and continue on mostly as normal (the turret gets frozen as well, so you don't lose Hyper debuff uptime, if the turret had 10s left on Hyper when Stasis cast finishes, it's still going to have 10s left after stasis of reapplying the debuff); if you still have 2s remaining on the recast when Stasis hits, you're going to be stuck waiting out the full Stasis pause before the last 2 seconds can tick down and it can come off CD.
It's still absolutely worth doing, but speeding up kill times on the Might and Time will eventually make the third Hypercharge a little awkward. I do now sit on it for a few seconds if I don't think anybody will be in melee range immediately to maximize group usage of the debuff, but I miss the big burst window post-ultimate and it is sad.
- barrel comes off naturally a little after first time stop > holy stuff, but sometimes I leave it off until the next set of debuffs appear so that I can move into position without losing casts. Barrel comes back on early if I get a proc. Lead shot boss as soon as I'm in position (I think it still ticks and does damage while time stop is active)
It does continue to tick. Stasis for MCH for the most part is a benefit since none of our stuff falls out of alignment and Lead Shot continues to do its thing.
- B4b + HE + RRR are back roughly after the Holy after the second time stop. I'm unsure of whether I should save these for after the boss jumps off time gate phase, or if I should blow it right away. Right now I refresh hot/lead while saving these cooldowns because I don't want that buff uptime to be wasted when the boss jumps to do time gates, but it also means I severely clip my hot/lead shot after the boss jumps because I want to refresh them before doing wildfire (not sure if it's worth it to do that).
I hold buffs here because the attack time lost when he jumps would definitely be a waste; I almost never have Disembowel up since my group has no DRG main, so I don't have to worry about losing potency if it falls off mid-wildfire so the hold is worth it to me. The impending Inception forces everything back into alignment anyway, so I hold. I'll also note that that WF is also super nice if you guys get to the point of wanting to let different DPS stay out to pad their runs; not having access to a self heal is kind of scary but the Wildfire makes doing a DPS time gate not stressful at all (and, again, no DRG, so there's not much in the way of synergy I miss out on aside from the lost GCDs in travel time.) Three man time gate is obviously the optimal solution here, but we had a period where we weren't confident enough to do 3-man, but I wanted to take pity on our monk and his perpetually dropping GL stacks.
The only thing I'd note about this section that gets weird eventually and I'm considering redoing is when to use the Hypercharge that usually comes up during crystals. Originally I decided to burn it shortly after the third crystal drop so that the debuff would still be up when everyone got back and fall off right around the end of the Inception cast, and I wouldn't hold it for so long I lost a use over the course of the fight. Over time our kill time has shrunk, and it's starting to seem worth it to sit on it for post-first-Inception when most of us have big burst damage up since it dies before the last Hypercharge would be up anyway.
- after boss reappears, barrel off + hot + all cooldowns and pot while running in for radiant sacrament. Big wildfire combo as soon as I'm in. I feel like saving RRR for this may be worth it?
- I save hypercharge at this point because because second inception comes back too soon for me to get its full duration here.
I'm not sure when you're burning the preceding Hypercharge for when yours comes back up; mine I definitely hold 'till after all the jumping finishes but if I decide to dispose of the crystal phase HC entirely I'd want to pop one immediately after he lands on first Inception because a lot of the physical DPS have their big bursts there.
Saving RRR is most likely worth it; if you've got access to Litany/Balance/Trick Attack for the big post-Inception burst you'll get significantly more out of those procs than you do on those before.
- the point immediately after second pools is where I'm most unsure, because a lot of cooldowns come back right before the second holy bleed. Right now I'm going forward with the wildfire combo but deactivate b4b right before the bleed hits, but come to think of it, I should probably wait until after the bleed hits since these are the last times I use these moves before the fight ends anyway, right?
This is going to be super variable from group to group--in our first sets of clears, we tank LB'd the second Holy Bleed to give the healers some breathing room after Communion shenanigans, so I'd just burn everything when it came up and leave B4B up because tank LB trivialized everything. After DPS Weapon Christmas Fiesta week, we started skipping the second puddle set on clean runs so it was a non-issue, and on messy runs I'd determine what I did with my CDs based on how stressed the healers were by whatever we'd messed up earlier. I take ~17.5k from the first Holy Bleed, and have a little over 25k HP with food and party bonus. If everyone's confident that the shielding on the second Bleed is good, I'll b4b beforehand and just do my normal stuff.
I hear that A12 is really good for MCH because the cooldowns line up well for them, but I keep finding all these 10-20 second gaps where I want to save cooldowns because of boss jumps. Not sure if it's the right decision to do it at those points, though.
It's a good fight for us because the ways the fight messes with you hurt us less than anyone else--Running around generally hurts us less, there aren't any of the weird A11S phase pushes of "Nice Wildfire you have there, sure would be a shame if somebody just Invulnerable'd at it", and things like Stasis are less annoying for us than Bard, etc. But it's also a fight that you'll want to shift what you're doing around a lot as kill times shrink, because things that would have originally cost you a use over the fight won't anymore.