I would use the rotate behavior, because that uses dt so the rotation speed will be consistent regardless of the frame rate. Manually doing it without dt will make the pointer go crazy fast on a 144Hz monitor, and barely move on old devices that get low fps rates.
then you can reverse the rotation speed when it hits a target angle range. You have to use a range because one frame the pointer could be just under the target, the next slightly over the target...
using open ended checks like angle <= 345 will cause trouble when the angle crosses over 0, same for angle >= 30.
I made a sample where you can adjust the rotation speed and drag and drop limit markers to play with.