Basic overload stuff:
Naked, with no prebuilt burden; 3rd maneuver will allow for overload
with af gloves, buffoon's collar, or heat sink alone; 4th maneuver will allow overload
with gloves/collar and int (however much you give with af gloves, x2 +1, so at 90-99, 17) > puppet values, you can safely do 2 maneuvers, and the chances of overload on the third are pretty slim, even with activate burden. If you're planning on nuking twice or more before you deactivate, though, you're still safer to start with a water maneuver.
My usual ADRD nuking (ADRD since we
need to include retrieve now in order to avoid hate generation)
Activate ->
wait 15-20 seconds
between 0:35 and 0:45 on deactivate's recast; Water maneuver
wait 10 -> ice
wait 10 -> ice
wait 10 -> ice
deploy anywhere after ice #2 that allows you to get off ice #3 before the nuke finishes, but also allows the nuke to finish at least 1 second after deactivate's timer is up
If I'm single nuking it, I can usually pretty safely drop the water maneuvers, but there is still some potential to overload on the third maneuver if you don't have AF3+1 body+heatsink, or af3+2 body alone. My testing suggests that both cirque farsetto +1 and heatsink with no active maneuvers are the same effect as buffoon's collar or af gloves alone, and cirque farsetto +2 is the same as gloves/collar together. I haven't done much testing with heatsink and multiple maneuvers, since it's rather impractical to use more than 1 water maneuver to reduce overload rate, but I would be fairly confident in a guess that 1 water maneuver increases the rate to the same as farsetto +2.
Worst case scenario, you forgo the water maneuver, overload on your third ice, hit cooldown, then reapply them with a water maneuver.
Best case scenario, kenkonken, and you just keep belting them out because ice maker clearing the maneuvers will help with burden decay. Hit cooldown around your 4th set of triple ice and you should be able to get off 3-4 more sets safely.
