Mch: Please left hand of the dev team talk to the right hand. Smn's pets were unaffected by the player character's buffs, so it carves out the job's total DPS, not being able to accept the dmg increases from raging strikes, blood for blood, hawk's eye, internal release etc. Then they fixed SMN. Why did we start at square one like noobs with the MCH turret design? Fix this so that MCH turret is fully effected by the player's own buffs.
There needs to be some sort of exponential increase for MCH's in the same way Crit helps BRD's making bloodletter proc.
Perhaps something like residual energy discharge- every time you go through a GCD shot, your bot builds a small charge. It gets bigger and bigger steadily, and can be discharged with a new ability. You can discharge it after every GCD and get a very, very tiny effect, or use it every 10 gcd's and get a much stronger effect. That discharge can take form based on which bot is out and weather or not it's promoted.
Rook residual energy discharge: high single-target damage. always a critical hit. 20-200 potency
---promoted discharge: instant TP recharge to players in range(20tp-150tp) and physical damage reduction (1%-5%, 5-10s duration)
Bishop residual energy discharge: large radius aoe burst + stun/bind(larger than blizzard aoe range. dmg equal to a single aoe burst extra and up to double the normal damage.)
---promoted discharge: instant MP recharge(1-10%) to players in range, and magic damage reduction(1%-5%,5-10s))
Brd: Empyreal arrow without a cast time(seriously its not a gcd, wtf?- gauss round and ricochet shot don't have cast times for MCH, which are the most equivalent abilities)
Maybe they can get some songs that mimic an AST's cards effects like increased defense, damage, skill/spell speed, ability recharge, mp or tp insta-recharge. Perhaps a singular song that is instant and gives every player in range one of said affects. 30s duration, cd same as battle voice. If the target gets the mp or tp insta affect, it should be in the 150tp~ or 7~10% mp range.