I mean, highest solo burst in the game, sustained DPS of a bard, moderately high skill-cap, and the class is pretty fun. Sounds fine to me. If anything they could make the turret affect Wildfire damage \o/
Printable View
I really think that Machinist would be perfect if not for the rng combo factor. Or if they removed the factor with GB enabled
Honestly, the RNG isnt so bad. Usually on a dummy run i'll finish around the same DPS 7/10 time, same proc rate, etc. It really doesnt flux that much
I don't think the RNG factor is a problem. It may be a tad frustrating when learning the class but once you get it down it is really easy to master and it doesn't hurt the class that much.
I've said it before but the only thing that MCH could use is a tiny boost to the % amount of damage that Hypercharge increases. (5-7% would be perfect).
Their personal damage is absolutely on par with BRD and with a DRG can surpass mages at times.
I think I am more against the principle of the design than the execution itself. It by no ways makes me think less of the job, I have not enjoyed a job this much in a long time. The RNG is just something that bugs me. When I hit 111111 and Split Shot never procs to Slug Shot, it just makes me sad. I won't lose sleep over it if it stays though.
The best thing I think would be if they took 10 potency from Split Shot and Slug Shot, made it a 100% proc rate and just added the 20 potency difference to Clean Shot. Then we would have no "mid-cast procs" to worry about and it wouldn't be just a 11111 spam.
Split Shot Potency 140-130
Slug Shot Potency 180-170
Clean Shot Potency 200-220
Perhaps, or make it that Split to Slug is 75% and Slug to Clean is 50% and adjust the potency accordingly. It is understandable that MCH needs a proc like system, but this way may save us on the TP side of things. Not asking for a damage boost or anything, just help alleviate some of the RNG.
It also irks me from a judgement point of view. If you're in an RNG step; everything on cooldown, waiting for stuff to come around again and another player is close by, they can easily be looking at you mashing #1 over and over, and I guarantee their first thought it not "lol RNG", it's "Ugh, frickin' LOLMCH mashing one attack. Not commending that noob".
It was quite embarrasing earlier in A4 in the containment area with this Paladin patiently tanking the jagddoll while I hit 4 or 5 split shots in a row because everything else is on CD.
That said, I disagree with OP on MCH needing a buff. MCH is in a pretty good spot right now, and the main "woes" suffered by MCH are the same "woes" suffered by BRD (Relatively low DPS ceiling), and from a game design standpoint I can understand why (Imagine if BRD and MCH's DPS was more comparable to BLM/SMN DPS. There'd be no reason to run those classes anymore. While our support skills and range advantage do not directly make up for 20% lower base DPS, they do discourage all-MCH/BRD parties, and keep caster DPS relevant), which is why I don't think a direct buff is what we need. What we could benefit from, is some general quality of life tweaks.
I tried out Machinist yesterday, and I really liked the sound effects, look and the ability list.
I am kinda wondering tho, do Machinists get a bit flashier at higher levels? Do they do jumps and pull off more flashy shots like the bard does? I am considering going with a Machinist as main instead of BLM :), but I've also been checking out Brds new abilities which look pretty cool too. Are Machinists on par with Bard, and how do their damage compare with BLM? I am getting a bit mixed messages here. I think that their potential rotation looks interesting from just reading the list, but I can't find any good videos on youtube.
Would be cool if someone have a dps/ rotation video of a Machinist at 60 :). I'd like to see how they look and if they get some flashy flash abilities too.
It would just get a tad boring just standing there, pointing and shooting. This is a fantasy game after all. It's supposed to be fun.
Our flashiest abilities are Clean Shot, Ricochet and Head Graze. Everything else is pretty basic. Some abilities like Wildfire and Gauss Round are downright boring. As for videos, check out the Shots Fired thread. Some players have put up videos of their rotations.
Playing machinist for a while now what I hate is everything just being 5%.
I'd rather them double the cooldown and make some stuff 10% so I can see a difference when I use it at least.
I haven't been in a group yet that has only been magic or melee.
But I mean 10% every four minutes would be exactly the same in longer fights I would just prefer it to look a little flashier with the numbers.
With the range difference in damage I can do a hit for say 1000 damage. Put the buff on and then hit for 950 with the same move. It just doesn't feel awesome when I use my hypercharging.
Like say the drg uses battle litany, I don't even have to see them use it. I know its on because i'm doing loads more crits.
Even if its not a buff at all I would just prefer it to feel like I have just done something.
Things that should be addressed -
Skill Speed has 0 effect on the Turrets. @ ~ 20% of our damage this will add up with higher secondary stats. (SMN 3.0)
- Skill Speed should increase the turret damage similar to DET.
I think that Lead Shot should be buffed to 50 Potency per tick from 45 to close the gap BRD has in fights like A1 where you have two long term targets to keep dots on.
Venom + Wind Bite = 640 Potency (Minuet = 832)
Lead Shot = 490 (Gauss = 637) but only takes 1 GCD
But Bard has the ability to reset the timers in a single GCD worth 580 Potency (754 Potency) once the dots are running.
A small buff to Lead Shot would bring it to - 540 (702 Under Gauss) Closing the gap by 65 Potency/target.
IMO MCN plays very similar to BLM - I share the opinion that MCN should have some sort of defensive CD as well as something akin to Aetherial Manipulation. (Port to the Turret possibly)
-------------------------------------------
MCN does have a lul period between burst phases as well. Maybe convert Dismantle to a skill that removes the turret from the field and resets the timer for Bishop and Rook, but gives you ammo stacks (trade the turret for ammo)
IMO Rend Mind and Dismantle should be a single skill that lowers damage since they share a CD anyways and by moving Dismantle to an Ammo Utility skill you would give MCN a skill similar to MNK Meditation.