MCH Suggestion: a Grapple-Gun
For your consideration:
MCH currently has no mobility, no utility, and no party synergy besides the Phys Ranged-standard Tactician %-mit. Combined with their poor dps, MCH is broadly unpopular in group content. I have seen too many parties purposefully exclude MCH in favour of BRD/DNC.
One fun solution would be as follows: Give MCH a Grapple-Gun, a gap-closer to a friendly player or enemy (like MNK's Thunderclap).
This enhanced mobility (and overall fun ability!) could easily be combined with other rework ideas, such as:- A sniper rifle w/ cast-time that deals more potency the further the MCH is from the target
- Scattergun, w/ natural cleave and higher potency the closer MCH is to the target
- A placeable Rook Auto-turret (similar to PvP) that can be Grapple-ed to
This would increase MHC's viability and also its fun factor. Grapple-Guns are cool.
More MCH feedback for this Thread
Here's my take on what MCH could get in the future.
The ideas behind Grapple Gun and Bioblaster from this thread both sound cool in concept. If given the choice, I'd pick Grapple Gun to control similarly to Shikuchi.
MCH getting a mobility ability seems overdue, but here's an alternative I pitched to a friend once.
It's an ability I call "Rocket Jump", and it'd be functionally similar to Icarus/Aetherial Manipulation.
I could see both the Grapple Gun and Rocket Jump ideas being an OGCD on a 30s cooldown, and perhaps have a 20y to 30y range.
That said, I believe Hypercharge getting a change similar to Blood Weapon is inevitable.
MCH's reputation for being ping-unfriendly falls mostly on Hypercharge's short window, and I like to see it changed to 5 charges over 25s.
That, and carry over Wildfire's PVP changes to PVE. Just adjust that to be 25s, auto-detonate after 5 weaponskills, and deal AoE splash damage (with no falloff), in addition to buffing the potency of Wildfire at 5 stacks.
But...why stop there? +50 to +150 potency buffs across the board are the least they could do, too.
Going back to Bioblaster's DoT being ignited by Flamethrower (per a previous post), I think we could go a bit further. If not a DOT ignition, I think Bioblaster's DoT should also add that targets affected will take double or triple damage from Flamethrower.
As for Flamethrower, I think we could add a bit of a twist to it. Not only should it get buffed, but I think we can add a bit of UTILITY (gasp!) to it!
How, you ask? Why, setting your party on fire, of course!
If Flamethrower does not hit any enemies, it changes to a channeled, frontal cone AoE Magic Defense cooldown.
It'd grant a buff I call "Residual Warmth", which last 6s, grants 5% magic defense to all party members standing in the MCH's Flamethrower, and the buff timer resets with each tick of Flamethrower.
Yes, it's both utility and catharsis! Can't beat that with a stick.
As for other abilities, I think we could do one more change:
No more falloff damage from Chain Saw. That, and adding +100 to +150 potency to Reassemble's buff, in addition to the guaranteed Direct Crit. Meaning Chain Saw and Scattergun's AoE damage would get quite the buff.
Juicy, eh? Anyway, that's it for me for now.
Questions, comments, concerns? Fire away.
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