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  1. #1091
    Player
    Humorless's Avatar
    Join Date
    Sep 2013
    Posts
    171
    Character
    Naesala L'arachel
    World
    Odin
    Main Class
    Pugilist Lv 90
    Also, depending on timing, just go with hotshot-split shot-lead shot. If latency is a thing for you your rotation is better off with as much filling as possible.
    (0)

  2. #1092
    Player
    Livaille's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    111
    Character
    Levi Aroma
    World
    Odin
    Main Class
    Pugilist Lv 100
    I am able to react to the slug shot proc quickly enough, I was just wondering what was the best way to deal with it. Thanks for your answers.
    (0)

  3. #1093
    Player
    BannedatRegistration's Avatar
    Join Date
    Jun 2015
    Posts
    68
    Character
    Sasori Redsand
    World
    Behemoth
    Main Class
    Machinist Lv 60
    Another tactic you can use is to conveniently centralize your Status Effect HUD bar to your character so you can see the proc immediately instead of waiting for the combo bracket to show.
    (0)
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  4. #1094
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    I'm going to be trying a different opener, if anyone wants to critique it as well.

    Gauss On

    HC -> HS -> GR -> RS -> LS -> Reload -> WF + Gauss Off -> Split -> HE+B4B -> Slug (X-POT) + QR -> Split + Gauss On -> Rapid -> Clean -> Ric -> Slug -> Crit + Clean -> Head+Blank -> Split + GR

    ** Trying to get more AA in during WF
    ** Not sure if I can get GR to fit in twice
    (0)
    "I don't always drink beer, but when I do, it's often."
    Temp Forum Ban - July 7th 2016 *** I promise to never call out scrub players again due to it causing a toxic community

  5. #1095
    Player
    Kuraran's Avatar
    Join Date
    Sep 2013
    Posts
    169
    Character
    Shalltear Bloodfallen
    World
    Shiva
    Main Class
    Machinist Lv 70
    This might not be the right topic to ask but is there also some kind of topic discussing what they could've done better when implementing Machinist or what they should add in the future as QoL-Changes?

    I'd really love to see what kind of ideas people have here for Machinist~~
    (0)

  6. #1096
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    842
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    Quote Originally Posted by Judge_Xero View Post
    I'm going to be trying a different opener, if anyone wants to critique it as well.

    Gauss On

    HC -> HS -> GR -> RS -> LS -> Reload -> WF + Gauss Off -> Split -> HE+B4B -> Slug (X-POT) + QR -> Split + Gauss On -> Rapid -> Clean -> Ric -> Slug -> Crit + Clean -> Head+Blank -> Split + GR
    It's hard to justify using Lead Shot before you're finished putting up all your buffs (BFB, HE, RS, Potion), it's by far our highest potency per cast time attack and you want it to be as strong as possible.

    The way I see it, you always want to use your buffs from weakest to strongest too. If you cast BFB after Raging Strikes for instance, you're basically wasting one precious GCD of Raging Strikes uptime to stop DPS to cast the (weaker) BFB buff. So you can see it's better to do it the other way around, let the uptime of your weaker buffs get 'eaten' up by the more important things.

    You can generally view the logical progression of the opener as split into phases of priorities like so,
    1. Put up buffs from weakest to strongest where applicable i.e Hypercharge, BFB, HE, RS, Potion, Hot Shot
    2. Lead Shot
    3. Wildfire and Reload come next, you obviously want Wildfire up before you start getting into the meat of the opener, and Reload to make sure your Split/Slug/Clean sequence progresses smoothly
    4. Proceed to cycle through Split/Slug/Clean, weave in any ogcds you have from strongest to weakest, use Rapid Fire and Reassemble sensibly

    I personally favour this double Gauss Round opener that fulfills all the above considerations,

    Hypercharge, BFB, HE, RS, Tank pulls the boss, Gauss Round
    Hot Shot | Pot
    Lead Shot | Reload
    Split | Wildfire
    Slug | Rapid Fire
    Clean | Ricochet
    Split | Head Graze, Blank
    Slug | Reassemble
    Clean | Quick Reload
    Split | Gauss Round
    Wildfire goes off
    (0)
    Last edited by Myon88; 08-14-2015 at 10:30 PM.

  7. #1097
    Player
    Ryaz's Avatar
    Join Date
    Jun 2015
    Location
    Mist Ward 21, Plot 45
    Posts
    1,845
    Character
    Ryaz Darksbane
    World
    Brynhildr
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Kuraran View Post
    This might not be the right topic to ask but is there also some kind of topic discussing what they could've done better when implementing Machinist or what they should add in the future as QoL-Changes?

    I'd really love to see what kind of ideas people have here for Machinist~~
    My biggest gripe with MCH is the way ammo works. It's completely different than what was in the preview, which was using it enhances different attacks in different ways, sort of how Dark Arts does for Dark Knight. Instead, we got Reload, which is basically a band-aid for our RNG proc attacks. Sadly, outside of our opener and buff phases, MCH is very basic.
    (0)
    Last edited by Ryaz; 08-15-2015 at 06:08 AM.

  8. #1098
    Player
    BannedatRegistration's Avatar
    Join Date
    Jun 2015
    Posts
    68
    Character
    Sasori Redsand
    World
    Behemoth
    Main Class
    Machinist Lv 60
    Quote Originally Posted by Kuraran View Post
    This might not be the right topic to ask but is there also some kind of topic discussing what they could've done better when implementing Machinist or what they should add in the future as QoL-Changes?

    I'd really love to see what kind of ideas people have here for Machinist~~
    more lively/cooler looking attack animations for a few skills, higher quality sound effects (Dismantle being the major one), add some life to the auto turrets like idle emotes when out of combat, or some combat bleep bloop noises...something.

    side note: I thought MCH was supposed to be a gadget using, ammo juggling range dps instead of this kinda lame Physical Caster with meh support add ons

    Quote Originally Posted by Ryaz View Post
    My biggest gripe with MCH is the way anmo works. It's completely different than what was in the preview, which was using it enhances different attacks in different ways, sort of how Dark Arts does for Dark Knight. Instead, we got Reload, which is basically a band-aid for out RNG proc attacks. Sadly, outside of our opener and buff phases, MCH is very basic.
    ...what he said
    (0)
    Last edited by BannedatRegistration; 08-14-2015 at 10:54 PM.

  9. #1099
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Ryaz View Post
    My biggest gripe with MCH is the way anmo works. It's completely different than what was in the preview, which was using it enhances different attacks in different ways, sort of how Dark Arts does for Dark Knight. Instead, we got Reload, which is basically a band-aid for out RNG proc attacks. Sadly, outside of our opener and buff phases, MCH is very basic.
    The RNG is still my biggest gripe. While not terrible in execution, it is it's principle of design that bothers me. Its very sad to see when I am on a roll, it starts being nasty and not doing a proc after shooting 4-5 times. It reduces my DPS and TP some. I would of preferred something more consistent. Not a DPS increase or decrease, but something to make the process of it feel less RNG.
    (0)

  10. #1100
    Player
    girlsimulation's Avatar
    Join Date
    Aug 2015
    Posts
    18
    Character
    Vinegar Vinegar
    World
    Balmung
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Ryaz View Post
    My biggest gripe with MCH is the way anmo works. It's completely different than what was in the preview, which was using it enhances different attacks in different ways, sort of how Dark Arts does for Dark Knight. Instead, we got Reload, which is basically a band-aid for out RNG proc attacks. Sadly, outside of our opener and buff phases, MCH is very basic.
    What if they replaced dismantle and rend mind with more gauss barrel-style attachments which added different effects to your procced shots? EG, a procced clean shot with the dismantle barrel on would apply a physical damage down debuff, with gauss on it could apply some kind of vulnerability or a dot or something, etc. They talked about machinist having different weapon attachments for different situations a lot before release and I'm a little sad we didn't get that--it would make stancedancing and ammo management a much bigger part of the class...
    (2)

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