SSx4 (or 5), ->Eviscerate... and yanno what? Right before that Eviscerate, we've hit our 12th Sinister Strike. Do you know what that means? Deep Insight! Max damage form BG! Just in time to hit Adrenaline Rush and get maximum benefit from it for the full duration!
There's actually a good argument that you're better off using Adrush as soon as you get to 10% buff to get out more Sinister Strikes and get the 30% buff up sooner.
Since the VAST majority of our damage comes from passive attacks, higher 30% uptime outweighs a few seconds of big Sinister Strike hits.
It really shows how flawed BGs design is.
Adrenaline Rush increases Haste now. It's not just about a few more seconds of Big SS's, it's about getting more damage out of the increased haste and eviscerates etc.
The key things to keep in mind are
1) You don't want to use KS at the same time as AR.
2) AR benefits from high BG stacks more than KS, because AR is the more potent CD.
Competing with this, we have:
3) Using AR first means it comes off CD sooner
4) Using AR first means we get to 30% the first time sooner, and roll stacks faster.
Incidentally, at the moment we also have
5) KS is currently bugged and does not seem to benefit from BG at all.
Now, this doesn't make BG a bad design
, it makes it a good design
because it encourages thoughtful play and a skill gap between good and bad players, while not allowing bad decisions to leave you being terrible. I've posted a few times in this thread about how tension between opposing pressures is how the devs widen the sweet spot to allow a broader range of actions to produce 'acceptable' results. The fact that there will be an optimal one does not negate the value of widening that sweet spot however.
Also, the benefit of AR getting to 30% sooner is somewhat mitigated by the fact that we start with 100 energy, not 0 energy, and really, given the way BG works, we don't want to minimize the time we spend at 5/10% we want to maximize it (Or possibly only maximizing 10%) - while minimizing the time we spend at 0% - popping AR at 10% is counterproductive because it just rushes you to the end of the cycle where you restart at 0. Your options for AR are right at the beginning - to get out of the lowest buff segment of the cycle, or at the end, to maximize the synergy between 30% damage and Energy regen/Haste.
For the very first AR, you're probably best off waiting the 15 seconds that it takes you to get up and running because you have other CD's competing for that attention. For subsequent AR's, you're probably better off using it at whichever of those two states you hit next - the benefit of both is pretty similar.
tl;dr BG is fine, it rewards thoughtful play and cooldown management, and if it's too hard for you go play Mutilate.
Combat has issues with it's DPS, but the problems are not
with Bandit's Guile, and they're largely not even mechanical at all. Combats Mechanics at 85 are possibly the most fun playing a PVE rogue has ever been.