Page 1 of 23 1 2 3 11 ... LastLast
Results 1 to 10 of 225
  1. #1
    Player
    LittleArrow's Avatar
    Join Date
    Apr 2011
    Posts
    681
    Character
    Little Sprinkles
    World
    Gilgamesh
    Main Class
    Warrior Lv 70

    Machinist needs serious attention

    Hello!

    I was waiting to post my opinions about Machinist until I got to 60; however, it seems there are numerous MCH at 60 still affirming the issues I'm having with MCH at 54. I have not seen many posts here on the forums about it for some reason, but I wanted to bring this to official forums because reddit is pretty packed with very similar posts regarding issues with MCH.

    I'll very briefly break it down here, but I strongly suggest if you have any interest in this, or would like to bring forth an argument, please read these posts. They provide a much more indepth argument than I do. Also, if you're just going to post, you don't know how to play, it needs more time in endgame, etc - either play MCH with a decent DPS friend and see how bad it is, or have a MCH friend and play with them to see how bad it is.

    We're not making this up, these are real problems.

    Lastly, if you're a MCH and you post, "I'm not having any of those issues...," please post your rotation and tell us what you're doing. I've tried SEVERAL rotations and still find the same problems.

    Here are some of the major issues plaguing MCH at the moment (some of these are my personal observations others are from reddit posters):
    • Overal Damage is too low
    • Too much work for little reward
    • Some skills are completely useless to have
    • Ammunition cooldowns are bad
    • Too much RNG
    • Only once source to proc basic combo skills at 50% proc rate (seems high, but I hardly ever have procs while quickload / reload are on cooldown, compared to the 3 sources to proc bloodletter - 2dots and weaponskill)
    • Wildfire is not optimized in game (supposedly double defense reduction, the only skill that gets it)
    • Must play class perfectly just to achieve moderate output compared to other DPS
    • No self heal (Second Wind / Cure, Thanks KylePearlsand for pointing this out. Second Wind has saved my life countless times on BRD in raids and I've definitely been missing it on MCH)

    Here are some indepth links I strongly suggest taking a look over. It's extremely surprising to see how poorly balanced this class is compared to every other dps out there.

    [EDIT]Here's a more updated post from reddit: http://www.reddit.com/r/ffxiv/relate...t_dps_testing/

    Also for those saying it's not that bad, even some of the JP community is in an uproar about MCHs and are abandoning the class all together, here's a read from reddit: http://www.reddit.com/r/ffxiv/commen...ut_the_mchbrd/

    [EDIT] Also, here are 2 more threads on the official forums discussing the issues with MCH:[End EDIT]

    Whether or not these points have been properly proven in game or not, there is quite a large group of Machinist players that feel this class needs to be looked at. That alone, imo, requires some attention from SE. Hopefully we'll get it sooner than Warrior's / Dragoon / Summoner buff when players were saying very similar comments.

    Just one more thing, I understand this class hasn't been out but for a few days. I fully agree that there is much more testing to be done; however, those that are playing this class that I've read are putting 100% attention and effort into playing it at its peak. I, for one, am constantly working to play this to its max potential. That may not mean much to some, but I'm certainly not playing this class like i would any other DPS.

    Thanks for the read

    [EDIT] The previous reported numbers have been adjust to reflect MCH is on par with BRD. However, both BRD and MCH DPS are also recording lower than tanks atm. Here's a more updated recording of MCH numbers as reported from reddit.

    https://www.reddit.com/r/ffxiv/comme...t_dps_testing/

    Here are my suggestions for fixing this class:
    1. Lower the GCD / Casting time to so we can spam Split Shot more
    2. Increase the proc chance between Split and Slug to 75% or 80%, leave the proc chance between Slug and Cleaner alone
    3. Lower the Cooldowns on Reload / Quick Reload
    4. Make Wildfire cut through all defenses (it's getting hit with 2 defense reductions, the only move that does that in the entire game)
    5. Add a self heal somewhere (like second wind - passive that lowers CD on potions and increases its effect)
    6. Combine footgraze with knockback, otherwise the skill is pointless (leg graze (30s slow) shares CD with foot graze (2sec bind) and it just adds an extra button that is not needed, making the class more convoluted than necessary)
    7. Increase all of the overall potencies of weaponskills
    8. Increase all of the overal potencies of Turret to do more damage

    Personally I think 1 - 6 should be done straight off the bat to make MCH comparable to other dps. Either do 7 or 8 but not both.

    [EDIT]
    I apologize for making this original post longer, but here is a fundamental argument brought up by another poster, Ramath, that I feel is so incredibly important to take into consideration when talking about ranged dps and balancing damage / nerfing damage:

    "I'm still at a loss as to why BRD and MCN are being accepted as lowest dps in a party composition. BRD and MCn still take up a DPS slot. Shouldn't they be expected to pull their share of the DPS responsibility?

    "BRD and MCN can buff the other DPS in the party."
    -Well, sure, but doesn't DRG and WAR do the same thing? BRD gets a penalty for buffing others by lowering their own. MCN can only do it for 15 sec out of 90. DRG keeps theirs up 100% (ideally.) MNK can boost healing effectiveness for the party. NIN can boost damage for the party for a time, as well with Trick Attack:

    "BRD and MCN can always attack and don't have to stop moving."
    -Neither does my DRG... Yes, I know I'm limited to melee range, but having cleared T1-13 on my DRG, having to stay out of range during times when the boss was still targetable and attackable was EXTREMELY rare. With two different gap-closeres, my DRG never stopped hitting. Besides, my SMN is able to keep up an extremely high percentage of its damage while on the move, as well. Not to mention the fact that, guess what, BRD and MCN have to stop moving now, too, for WM and GB.

    "MCN has so many other abilities to affect the fight."
    -In theory, but not in practical application. Almost every boss in the game is immune to stun, silence, knockback, heavy, and bind. That's five of our abilities we can't use in a boss fight, and almost all of our utility. Sure, we get a defensive cooldown that nerfs the boss, but so does SMN...

    "BRD and MCH can give tp/mp to other classes."
    -So can NIN. On top of that, I was always expected to manage my own TP as DRG and MP as SMN. Yes, our BRD was there to sing for our healers, but since when does that increase our DPS? The times when our BRD played a TP song to help regen the TP of a DPS who died, it never increased my ability to deal damage as my DRG. Having to stop dealing damage to help a party member, sure, that sounds 100% logical. But when I'm not helping my healers, why am I still sitting at the bottom of the list, undisputed?


    Yes, BRD and MCN are different from the other DPS, as they should be. I don't expect every job to play the same. I DO expect, however, that every role be able to perform on the same level. All healers should be able to keep their party alive. All tanks should be able to survive getting their face smashed in. All DPS should be able to keep up their share of the required DPS checks.

    The days of MMO's being filled with large, open-world bosses with the ranged DPS standing up on a rock to height-mitigate damage, are gone. No longer do the melee have to constantly 'joust' to avoid constant spam of 360-degree AoEs. Why are we still treating ranged DPS like this? Having played both ranged, caster, and melee dps in T1-13, the argument that the backline has to move less is complete garbage. I had to move MORE as a BLM and SMN than I ever did as a DRG." -Ramath
    (66)
    Last edited by LittleArrow; 06-30-2015 at 09:22 AM.

  2. #2
    Player
    LittleArrow's Avatar
    Join Date
    Apr 2011
    Posts
    681
    Character
    Little Sprinkles
    World
    Gilgamesh
    Main Class
    Warrior Lv 70
    A point about the damage for those wondering; I've had friends complain about MCH dps in parties stating they feel like they're solo dpsing. I've also read that one MCH weaponskill was doing the same amount of damage as a Paladin's autoattack. Personally, I mained BRD since 1.0. Comparing my numbers from BRD to my MCH was pretty sobering. Despite how well I felt I was doing on MCH (b/c again, it takes a lot of effort to play this class efficiently) when I saw the scrolling damage numbers in game to my BRD (3 levels lower) it absolutely floored me. My BRD was putting out higher numbers than my MCH easily with the numerous bloodletters.

    Generally, feedback on MCH damage is poor. Whether or not we're using "Reload" correctly, I can't honestly say. I've tried numerous ways to use reload and have found a decent rotation, but when I ask my NIN friend what their weaponskills are hitting for, my MCH still doesn't come close.

    I suppose we'll have to see how MCH DPS progresses. Maybe we're all doing it wrong.
    (4)

  3. #3
    Player
    EdwinLi's Avatar
    Join Date
    Aug 2013
    Posts
    4,882
    Character
    Chloe Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Does your friend remember to always use their Turrets?

    The turrets attacks are part of MCH source of Damage and without it they are only performing at 90% a Bard can do but with it the MCH can perform equal damage to a Bard in their auto-attack mode.

    Also, did the rotation use ammo properly? Ammo should only be used when performing the 123 combo for burst damage.

    A starting combo used for engaging a enemy can be, from what I do all the time, Hot shot -> Lead Shot -> Reload -> Split Shot -> Slug Shot -> Reassemble -> Clean Shot -> Rapid Fire -> Split Shot -> Slug Shot -> Clean Shot.

    Quick Reload can be saved for starting a new combo or finishing a Combo. Try not to waste Ammo on skills that are not part of the 123 combo.

    On another topic:

    My only complaint is that Ammo is on a 30 sec timer to be used. It force players to use there ammo which can make players feel they have to save it when the MCH is designed to treat ammo as a resource that is always used.
    (3)
    Last edited by EdwinLi; 06-24-2015 at 12:00 PM.

  4. #4
    Player
    LittleArrow's Avatar
    Join Date
    Apr 2011
    Posts
    681
    Character
    Little Sprinkles
    World
    Gilgamesh
    Main Class
    Warrior Lv 70
    Yeah. I always use turrets, and from the posts I've seen, these Machinists know what they're doing, but I can't 100% speak for them.

    Yes, I am using Reload with my combos, and I feel comfortable with handling my buff / dot rotation. ^^

    I've tried Reload both ways, and the damage is still extremely subpar to medicore DPS from other classes.
    (3)
    Last edited by LittleArrow; 06-24-2015 at 12:26 PM.

  5. #5
    Player
    NovaWulfe's Avatar
    Join Date
    Jun 2014
    Posts
    56
    Character
    Lilith Tyrannus
    World
    Faerie
    Main Class
    Thaumaturge Lv 60
    While I had almost no idea how the machinist played before reading this thread, I just wanted to say that THIS is how a complaint thread should be done. Your arguments seem very reasonable and well-thought out, and hopefully this will either inspire change or at least a good discussion on the class.
    (35)

  6. #6
    Player
    Slirith's Avatar
    Join Date
    Aug 2013
    Posts
    941
    Character
    Astarotte Niuhali
    World
    Balmung
    Main Class
    Dancer Lv 100
    Gauss Barrel needs a buff too....at least it needs to increase the proc chance to 60-65% since cast time+50% proc chance=COOLDOWN FASTER AMMO!
    (3)

  7. #7
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    My overall dps hasn't fallen behind in comparison to other classes (except for melees, but that's relatively low comparison than falling behind).

    Machinist does requires a better situational-awareness when it comes to cooldowns and ammo management to force procs. My only gripe is that...gauss is detrimental to your dps unless its for an opening burst (in which you'd disable after using gauss round and ricochet) or AoE.
    (4)
    ____________________

  8. #8
    Player
    Sessurea's Avatar
    Join Date
    Feb 2014
    Posts
    1,242
    Character
    Lanfear Sessurea
    World
    Odin
    Main Class
    Bard Lv 60
    Welcome to support-dps life guys
    (9)

  9. #9
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    My Machinist is currently level 55, wearing a full set of HQ i25-i133, including the gun, but excepting my ilvl70 wrists (T_T Havent gotten a quest reward wrist yet, and i REFUSE to pay 80k - 200k for a NQ one on the MB).

    What I've discovered thus far, having leveled 30 - 50 entirely in Dungeons and then MSQ from there, there is no Rotation.
    That might sound weird, but a priority system works better for me.
    Having the Turret down in the right place is important, 80 potency doesn't sound like much, but it adds up. It has a reasonably fast attack speed, shooting almost in sync with my own shots.
    I lead with Hot Shot into Lead Shot. From there, Head Graze and Gauss Round go on cooldown and stay on cooldown.
    Maintaining Hot Shot and Lead Shot while cycling through Blood for Blood, Raging Strikes and Hawk Eye?(15% DEX). Something a LOT of Machinists forget is the forced crit Reassemble, i use this on CD also but ONLY for a Loaded Clean Shot.
    It is important to never Reload if Hot Shot and Lead Shot are less than 20 seconds remaining. Avoid using Ammo on those by making sure you refresh both before Reloading.
    Wildfire should be used often but again, timing is key. I wait to use Wildfire until i have Reload ready. Having Reassemble up is good too, but not required. Typically, my Wildfire hits for 1500~ damage, but i can ever really tell because the wildfire damage is lost in among other party members number pops.

    With all that said, Split Shot does 500 - 800 damage per hit. Doesn't sound like much, but then Heavy Shot barely does more than that being that its only 10 potency higher.
    I've seen a LOT of Machinists, especially in the pre 50 Dungeons that drop ALL the cooldowns at once. Sure it looks like nice damage, but you get 15~ seconds of super damage and then ... Nothing.
    A proper cycle of cooldowns will leave you with a full minute of damage bonuses, which affects Lead Shots DoT, by the time the cycle ends, Reload is back up, then BfB comes back after that ...

    In closing, It's early days yet. I get the feeling they tuned the Machinists Potency slightly lower to start with in order to prevent them from being brokenly OP. Its far easier to buff a class than to nerf it. No one likes a nerf, even if that nerf just brings you back in line with everyone else.
    If anything changes, it will be Weapon Damage and the Potencies on the Split/Slug/Clean combo. 140/180/200 is the weakest combo potency in the game, in terms of raw potencies.

    Before i forget, in low levels, don't forget that a LOT of people just go right into Haukke/Brayflox with totally random gear on, or literally just the Quest chest/pants.

    EDIT: Forgot to mention that mobs my own level (55) take roughly 20 seconds to kill while solo (No Choco, mines pure healer anyways XD) without using any cooldowns outside of Reload and Reassemble.
    (2)

  10. #10
    Player
    XgungraveX's Avatar
    Join Date
    Oct 2014
    Posts
    524
    Character
    Gungrave Hellsing
    World
    Leviathan
    Main Class
    Samurai Lv 90
    with all cds going i get a 2500 crit with cleanshot and a 2100 wildfire burn the dmg is there i think its just find a rotation
    (3)

Page 1 of 23 1 2 3 11 ... LastLast