Quick question machinists, does Wildfire count ticks of dots that have been previously applied?
For example if you go Lead shot > Wildfire, then do nothing else, will wildfire do damage?
Also does it count autoattacks?
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Quick question machinists, does Wildfire count ticks of dots that have been previously applied?
For example if you go Lead shot > Wildfire, then do nothing else, will wildfire do damage?
Also does it count autoattacks?
Hope that isn't directed towards me. That said, abilities like Second Wind, Perfect Dodge(RIP), & mana-wall/ward are incredibly useful in content that matters. . which is not hunts and soloing mobs in the open world like you used as an example. Also, you realize not all dmg is avoidable right? T13 Earthshakers aren't avoidable for example. On Ninja I could pop Keen Flurry to help reduce the dmg I took (thankfully MCH does have access to this, tho at the loss of either quelling), use Second Wind and I could Perfect Dodge one of the hits entirely.
When I'm thinking about defensive capabilities I am purely thinking from a raid progression viewpoint.
Please don't let me see another person that cross classes feint. Learn to slide cast. The only debate should be Keen Flurry vs Quelling due to MCH having such high burst damage.
Those are also situations where you're not trusting your healer, or at best, trying to supplement your healer. Not to say that's a bad thing, but situations where damage is unavoidable and the raid needs to be healed up immediately after are where the healers need to learn and time accordingly. Raiding as a MCH since HS launch, I've yet to encounter a situation where I thought to myself: "If only I had a defensive CD or self-heal..."
It is always good to have an emergency button.
Not sure why you would want to say "naw, I'm fine with having fewer options".
Even if I believe that you never needed something to save your life (ps: I don't believe you) it can help lessen damage taken during big damage and thus lessen your healer's strain.
Think about it this way, even if all damage is completely predictable, wouldn't you rather your healers have to heal 7 people rather than 8? Or, in a more single target case, what if you need to soak some big mechanic? Why not just take no damage from it, a la BLM. Would you rather have that option?
This isn't about "git gud" or the ability to get something done or not, this is about options.
And while I think MCH doesn't need one, I certainly won't complain if they get one.
I just rather not have the devs think that this is a priority or necessity and instead give us something more interesting to our role; such as another support ability that isn't being a mana/tp battery.
Also, if your healer needs to heal 7 people, they're going to use an aoe heal that's going to hit you anyway...so that point's a bit moot =/
PS: Any time I've died to a mechanic it's because either I was standing in the wrong spot or someone else was standing in the wrong spot (e.g. double doodaw damage or me being the only person to help soak laughing rose).
Yea, but everyone makes mistakes like above - if you have something to help you survive that, it can turn a wipe into something salvageable.
If everyone played perfectly sure, you don't need any of that.
I approve of dropping your crappy leg shots and giving you foes - as of right now this is the reason we have a bard instead of a mch - TP and MP battery is mostly a thing of the past, except for very specific fights.
Haxetc did you ever get around to posting your rotation from that video? I assume even after the patch that it's still valid right? Or did you switch everything around?
Just use a potion. This isn't productive towards the Machinist Guide, start another thread elsewhere on hypothetical skills please.
Finalizing a guide that goes over single target opener and rotation as well as aoe rotation and pet management. It should be out soon. As the wise YoshiP once said, please look forward to it.