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.
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.
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.
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.
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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
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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~~
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.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
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
Last edited by Myon88; 08-14-2015 at 10:30 PM.
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.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~~
Last edited by Ryaz; 08-15-2015 at 06:08 AM.
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.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~~
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
...what he saidMy 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.
Last edited by BannedatRegistration; 08-14-2015 at 10:54 PM.
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.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...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.
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