Currently, only 4 out of 94 groups has cleared dragonsong ultimate with a machinist. How can people say the job is in a good state when it's not a viable pick in a certain kind of content?
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Currently, only 4 out of 94 groups has cleared dragonsong ultimate with a machinist. How can people say the job is in a good state when it's not a viable pick in a certain kind of content?
"Useless" and "Unviable" is an hyperbole of the current situation.
DSR strikes exactly where it hurts the MCH. Problem is that anything that isn't single target and requires minimum utility is the MCH weakness while it doesn't shine in the former.
MCH suffers from 4 main problems:
-It is gauge based, unlike TEA it's very rare to have a phase where the DPS check is so low you can sit on your resources for a big reopener.
-A lot of damages source are tied to the gauges, Hypercharge and Automaton Queen. Downtime is actually the MCH worst ennemy while the melees won't have troubles.
-In the ranged equation MCH doesn't have any utility as DNC and BRD also have their tactician equivalent.
-MCH AoE game is terrible. Bio Blaster is barely a gain, ricochet needs the targets to be stacked (spoiler, they're never stacked) and Chain saw suffers from 65% fall off.
Compare that to DNC:
-Amazing in heavy downtime content as it is a burst job.
-Not being gauge based.
-Massive utility as Cure Waltz is very good and Improved finish is ridiculously great. Also has access to dashes.
-Great AoE game, has many fall off but also has many natural AoEs.
Compare that to BRD:
-Suffers from downtime due to needing a target to play its songs (Would be amazing otherwise)
-A bit of damage coming from gauges.
-Great utility, Warden's pean is a bit useless and should have an extra effect as it's not pressed at all in any 6.0 content (I think?), but Nature's Minne is amazing, especially with a scholar.
-Great AoE game, can multi dot and easily aim at 2 targets.
MCH is simply not valuable and brings nothing to the team except a slightly better DPS when there is no downtime. This isn't enough to compete with the other ranged DPS. RDM is gauge based and has lower damage but brings Magick Barrier.
It's a problem since 5.0, MCH has been amputated from too many things. Dismantle should've stayed.
You can definitely clear as a MCH but your team will hate your for picking MCH.
At that point, I'm honestly just waiting until Yoshida says on the liveletter "Okay sorry we goofed MCH and we've been ignoring the problems for too long."
On top of the 5% rule. Bard and dnc bring buffs, Mch doesn't. Most teams pushing will have tanks/heals (duh) but 2melee/1caster/1range. <5%.
As said by CKN, Mch despite a selfless dps doesn't bring do enough, even in damage area.
MCH needs buffs for sure, but its not unviable on DSR. Been progging Death into Nighogg/Hraes as a MCH and the group hasn't had any dps issues so far.
No, it isn't useless. In fact, the short phases benefit it quite well. We have the ability to pool and spend at will, ensuring good burst pretty much on demand. Got a weakness? No problem, just spend gauge otherwise being built for next phase to compensate a little given that most phases DPS checks are pretty lenient once you're comfortable with the mechanics. Full disclosure, my group is on P6 enrage (clear soon hopefully but we don't have masses of free time the last couple weeks) and we've had no issues at all. Of course the P7 check is the big one, but I don't predict any major problems once I know how much gauge I can optimally go into the last phase with. People are sleeping on MCH on this fight tbh.
It's clear by now that SEs logic is that they want it to be very burst-oriented and that coupled with the design of this ultimate means that MCH is at least able to excel in that department, reinforced by the WF buff following the 6.11 patch. Still doesn't justify the myriad of issues the job still has, and my view on the job needing a major intervention hasn't really changed but calling it unviable is an overreaction.
If you say Gauge are an issue, then the Reaper got the exact same issue. But I've not seen any RPR saying that was an issue on the DSR so far.
And you are correct, RPR is quite low compared to other melees.
But on the opposite of the MCH, RPR benefits much more from downtime (Soul Slice 30s cooldown on 2 charges, that would be like if Air Anchor had 2 charges) and benefits from Arcane circle.
It allows the RPR to have a better control over its gauges and cooldowns, allowing massive reopeners. In comparison, MCH only has Reassemble on charges and it only garantee a crit/dh.
RPR is actually valuable during full uptime phases.
On top of that, Arcane Crest remains valuable especially during healing check phases.
Despite being on the lower end of the melee DPS, RPR is able to bring valuable tools on the table.
The problem is that MCH doesn't even have RPR mobility or Arcane crest.
TL;DR:
It's an issue but not a big one since RPR brings something else than its DPS to the table.
It's a big issue for MCH as it only brings DPS and is by far the lowest of all 3.
my group had a reaper initially, they swapped to dragoon after a few days, my god the difference was night and day
u have 3 phys ranged jobs, pick one that is best suited for the task if u have that kind of flexibility, or at the very least dont play the absolute worst job that simply does not synergise well with a lot of the phases
can u clear with a rp/mch, sure u can... should u though? i bet the precious few who did were just fishing for an easy 100 cause nobody plays those jobs in there for a good reason
Play whatever you're most comfortable on. No use switching to something that actually ends up being a loss because you're not playing nearly as optimally on it. MCH, like any class, still excels in the hands of someone who's more comfortable with it than they are on BRD/DNC, let alone other jobs or roles. Meta is reserved for speedkills and perhaps the World First race in some aspects. Saying "should you though?" Like who cares, man. What a ridiculous claim to make that people just want easy logs or "nobody plays it for good reason". Perhaps people just enjoy playing MCH and RPR and end up in a group together. What a CRAZY scenario...
People parrot statistics without thinking about context.
- People could be holding damage
- There's two, 2-target phases that some jobs can pad better than others on
- They're short, burst-focused phases
- Extra gauge can be spent to help compensate for deaths that's otherwise being held for next phase
The list goes on.
That's a better explanation, thanks for that.
Then, how about this ?
MCH is a class based on mecanical tools and weaponery. Just by saying that, don't you think that the possibilities are endless ?
What if, we replace some of the useless Tool of the MCH, and turn them into something usefull for the team. boosting the DPS of the MCH, and increasing it's utility.
Bard, Dancer and MCH share a 10% AoE Mitigation. That's the only common point, because BRD and Dancer boost the offensive and Defensive ability quite a lot more. (Especially Dancer for the defense (Shield HP% Based and Heal) and Bard for the Offense).
Why not including the same little AoE Touret they got at SB (Can't remember the name), BUT not as a DPS tool, but as a Healing tool that pulse every 3 second (for like 12 sec) on a little area OR doing a shield pulse AoE (Just like the PvP one) ? (I don't think people will like this idea, but it can make something emerge in your head, so why not ?)
Replacing Flamethrower (It's still awful) by a new attack ? Give us the PvP Sniper ! (Lot of people will love that one, Pretty sure).
Now that i've said some hypothetical idea, let's get straight into the serious business :
MCH Downtime. adding charges on Air Anchor may not be the greatest idea, but I see where you are trying to go CKNovel. How about this one : Extend the CD of Drill at 60 second (and adjust potency), Increase Anchor CD at 60 sec (Adjust potency too and battery to 30). Doing this we match almost with Reassemble and be aligned with Chainsaw, allowing for a more powerful burst windows with Drill being the most potent out of the three.
Like this, the 2 minute burst windows feel much more powerful than it was, but it will give a hole into the "filler phase" where you will dps almost nothing with almost no tool to compensate, the only one being Hypercharge, this one will be in the burst windows due to the +50 heat skill every two minutes. Adjusting the DPS for this phase seems to be a good idea in order to balance the burst phase, reducing the overpowered burst phase and upgrading the "filler phase".
Machinist need to do 10 GCD in order to get 1 Hypercharge (Which mean almost 25 second between each one) and Hypercharge will last for 8 seconds with 5 Pyro-explosion at most (1.5 GCD for a total 7.5 sec). Therefore, each cycle is 32.5 sec, you can place 3 of them before the 2 minute burst. which seems to be quite alright I guess.
Replace Bioblaster and/or Flamethrower into utility tool :
Bioblaster change for Healing Smoke : Same effect as Bioblaster but reversed, healing allies touched by this for 50 Potency + a HoT of 50 potency for 15 seconds (giving a tool similar to the reaper, but with more flexibility to use)
Flamethrower change for Marksman's Spite (Snipper) : Casted attack on 1.5 seconds (2.5 GCD, and 120 second Cooldown), With a Potency equal of the 60 sec Drill and affected by Reassemble, giving a +10% damage dealt by the MCH for 20 sec. (Allowing to fit Hypercharge + Drill/Anchor/Chainsaw in the window).
What do you think ? I don't think my idea are that great, but at least, I think that could make quite the change ?
In this ultimate? Phases where someone can die and its recoverable at all are few and far between. Places where people are most likely to die are often followed by body checks that mandate all 8 players being alive and in place like strength and sanctity, or anywhere in nidhoggg outside, or anywhere in death of the heavens, etc. That argument for gauge barely applies in this specific fight.
Normally yes padding on two is padding but the phases where there are two targets have checks tight enough where it's warranted and a strength to be able to damage both targets simultaneously.
Short, burst focused phases give advantage to jobs based on timers rather than gauge. Summoner is almost always in one of their strongest phases whenever Thordan drops back down, whereas Red Mage only bursts at the start and end of Thordan due to its gauge based nature.
Of your list, only "holding damage" makes sense in context. You could hold damage from Thordan to use on Nidhogg who is a much tougher damage check, you could hold damage so healing cooldowns and such align...but this applies to all classes in that if we assume average damage for a job is low because of damage holding, then we can assume that to be true of higher performing jobs as well.
Those are popular ideas.
Marksman's spite is already popular and a sniper rifle has been requested since Mustadio's Final Testament.
Flamethrower in need of a rework.
I personally agree with Bishop should be a defensive utility.
Air Anchor on charges was an exemple to compare with Soul Slice, it wasn't an actual proposal.
The problem with increasing Drill and Air Anchor CDs to 60s is that the filler window will be 1-2-3 spam. I do believe MCH gameplay is already too close to tank gameplay, doing so would make the gameplay very similar to WAR. And on top of that, every 60s windows would be way too similar.
As of 6.X, I believe if SQEX restore Dismantle, it would already be a very good bandaid until the bigger changes in 7.0.
I didn't think of that, I should have noticed the feeling of emptiness in between burst windows with those proposal... But taking other into consideration, I feel like the bard feels way more empty when under Army's Paeon, because you'll have virtually nothing to do other than spamming your burst shot in order to make a refulgent arrow proc, which is Worse in my opinion.
Every Ranged DPS feel that way to me, you have phase where every filler window feel really empty.
You mentionned Dismantle, can you just remember me what it was ? Wasn't that an attack debuff on the boss in order to mitigate damage for the team ?
Dismantle was a debuff thrown at a single ennemy:
10% reduced damage, 5 second duration, 60 second cooldown.
If this sounds very strong, it's because it was very strong. Its main weakness was that you needed a target and was only partly efficient against multiple targets.
But those weakness paled in comparison to its strengths and flexibility.
In today's application, you would simply move a party mitigation to somewhere else if you can't target the ennemy.
It's not the high mitigation or the duration of dismantle that was strong, but the short CD, this explain a lot. Sadly, it's just like they have take this away in order to make Tactician the new Dismantle, while giving it to all Ranged. And that feel bad, or may I say horrible ?
I don't think Square enix will take away mitigation tool for Bard and Dancer, but they can definitely add some defensive tool to the machinist. Remember what I said earlier ? "MCH is a class based on mecanical tools and weaponery" Which means endless possiblity. Using tech in order to protect allies isn't impossible at all
For me, MCH need to get rid of Bioblaster and Flamethrower, and replace them with utility tool, either Selfish or Party wide. It's definitely possible
There are actually numerous occasions where deaths can be recovered throughout the fight if it's fast enough. Recovery is a skill in itself, especially in prog. P2 Thordan is correct for the most part but you can recover the first half of Sanctity. You can recover DotH too. You're wrong, sorry.
There are enough jobs that are capable of this that having jobs that don't isn't a problem. I'm not sure what your point is here. My point was that it skews statistics and jobs that can't seem undermined by those that can. It's false to claim that statistics bolstered by dual-target are automatically better, especially in Eyes for example where one eye can be pushed low enough for it not to matter while everyone then focuses on the other to kill it first. How every group deals with that is probably slightly different sure, but jobs that lack "padding" ability aren't automatically worse here. MCH for example has very high burst now, and can contribute greatly to the former point of lowering one eye before switching to the other.
Might be true, but it doesn't mean that gauge-based jobs are bad and learning to manage that according to burst timings and needs is once again a skill in itself. It matters. Why would I spend everything on the comparitively easy second Charibert/spear check when I can spend what I need to and then continue building for P5? If someone had weakness, their resources might be a mess which means someone else may need to compensate.
No DPS check is that tough besides the last one. It'll seem that way to start with because people are unoptimised and not as comfortable on mechanics. Once you've passed it enough (or wiped on it enough), people know what they have and when. Comfort + rotational optimisation/consistency lead to more DPS by itself from pull to pull. Some hold more than others depending on their class, so it's not a 1:1 correlation. Does it matter? Maybe not. But you cannot tell me this is the only part that makes sense lmao.
let's be real, we r playing ultimate on content, we r gimped as is
things r already pretty tight, playing weaker jobs simply exacerbates the problem and makes it that much harder to meet the checks
in savage ur point holds true, as u can easily outgear the fights quite substantially in a few weeks so the above does not matter that much any more
however, outgearing ultimate? best u r getting is 5ilvls on everything but ur weapon in... the next expansion i think?
Well if given a choice, why bring a MCH to the party?
Look at it within it's core group, Physical Ranged DPS. MCH has DPS and a Defense buff where as BRD & DNC have DPS, Defense Buff, and Party Buffs.
Now look at it within the DPS whole. Why bring a MCH as your selfish DPS when you can choice SAM or BLM?
This isn't just a MCH problem, it a core game design problem that needs to be address.
I really cannot comprehend how people don't understand the simple factor of player skill. People see statistics and immediately take it as gospel, as well as failing to look at each phase specifically on top of all the other factors I've listed, let alone how much you lose if someone is playing a job they're not able to optimise so well because they're less familiar with it regardless of its party buffs. "BUT BRD/DNC IS JUST BETTTURURURURUR"... please. If someone is more comfortable and therefore more reliable mechanically and in terms of consistent damage output on MCH, then you let them play MCH. The same goes for any job/role when deciding on your comp. I'm not talking about world racing or speedkills. I'm talking about prog for any group.
Stop being a sheep and understand that comfort and consistency matters. For the record, we killed P4S Day 3 with a double phys-ranged comp before gear became a major factor. Is it as tight as the last phase of an ultimate? No. Is it still winnable? Yes, so who cares. Does this justify the position MCH is in? No, and I've complained extensively before as seen here as one of many that have been constructively moaning about it for quite some time - https://forum.square-enix.com/ffxiv/...=1#post5890630 and I don't agree with how MCH is right now. However, writing it off as objectively not viable is short-sighted.
Dungeon gear that's +5 ilvl will be 6.3 by the way. Always 2 major patches after.
Because of job preference. That's the only reason you would pick MCH.
If you want to change job, BRD/DNC aren't that hard and you will have no troubles getting consistant with those.
Enrage aren't hard so you don't want to focus on damage? BRD/DNC are better.
You want damage? MCH will only shine in a few phases, DNC/BRD will shine in any multi target/lots of downtime phases. DNC/BRD are also able to hold their bursts.
You want utility? Why are you even asking the question.
You want mobility? MCH only has its two feets to run.
If you pick MCH, it's out of pure dedication to the job and not caring about what you bring to the party.
Any other reason is, in my fair opinion, copium.
MCH is viable in the same way as going hiking with a broken leg.
Can it be done? Technically yes.
But it's incredibly painful.
And this sucks because I love MCH, but if you're choosing a Physical Ranged then DNC is the no brainer atm.
1. You don't need to have the class at 90 to tell it has issues.
2. Please tell me random internet person, what else do I need to show you to earn your oh so valuable respect that I totally crave? You want my Gamer License #? You want to see my Purpy Parse?
https://media.discordapp.net/attachm...710484/c08.png
Car 1 can go up to 110km/h and doesn't offer anything else.
Car 2 can go up to 100km/h but accelerate faster, has a bigger chest and has air conditioning.
Both are new, can be purchased for the same price and you can only get one.
You don't need to be a mechanic to understand Car 2 is a better choice.
Of course Car 1 can shine is some scenarios.
The same way I don't need hours of SMN experience to understand that the job brings more DPS and more Utility for an easier rotation.
If BLM was lower than SMN or RDM, I would completely agree with players being upset.
If you just compare all ranged Utility, you don't even need to get the MCH soulstone to understand the problem.
Nice burn, right on :P
I really cannot comprehend that something like a dancer would be hard to optimise
wake up person, u r an ultimate raider making it harder for 7 others, sure u r probably a god on ur preferred job, but did u realise that with the general skill u already posses u could be doing the same output as well as the extra utility/buffs
what u r doing is akin to playing the game with ur hands tied behind ur back, because u like it, that's great im happy for u but y put ur teammates through all that?
oh that's awesome, im looking forward to all the speed + tenacity/det pieces 8 months after ultimate released