Quick reference
Role: Magical Ranged DPS.
Primary gauge: Hex Potency. Spend it before it caps; overcap wastes a full combo's worth of damage.
Keep your self-buff uptime above 90% on bosses that stay targetable.
Use your party utility on predictable raidwides, not on the first auto-attack.
Basics
Hexbinder is an invented job used to prototype job-guide layout. Play it like a mid-level magical ranged dps: establish your rotation, spend Hex Potency on cooldown once the fight is stable, and save one defensive for the scripted tank buster or raidwide your static calls out.
Single-target priority:
Maintain your damage buff.
Spend Hex Potency at three or more stacks.
Weave oGCDs after weaponskills so you never clip the GCD.
Use AoE only when three or more targets will live for a full combo.
Advanced
Slide-cast by starting the cast already in motion toward the next safe spot.
If a knockback lands mid-hardcast, cancel early and use the instant Hex Snap instead.
Keep one instant in reserve for unexpected stack markers.
Opener
Default comfortable opener for dummy pulls and early progression:
Pre-pull: apply both DoTs.
Hardcast the opener spell, then weave Hex Snap.
Enter Hexbind Window at two-minutes and dump Potency.
Refresh DoTs only when they have under six seconds remaining.
Gear priorities
Placeholder BiS order for this invented job: Weapon damage, then primary strength or mind stat, then critical hit, then determination, then skill or spell speed until your GCD aligns with the party two-minute windows.
If two pieces are equal on damage, favour the piece with more determination for stable clears.