So, what do you all think of the heat management ? i'm pretty hyped for all the new skills
So, what do you all think of the heat management ? i'm pretty hyped for all the new skills
rip mch interns of raid support compared to bard and the amount of raid buffs they got. mch is a dps job now that can give mana/tp as support... thats about it. and hypercharge. gg.
rend mind loss is huge as most big dmg hits that need mitigation are magic. gl with 10% dismantle. sorry not good enough when you give bard shitstorm of raid support.
that dps buff from GB doesnt seem to be fair given of how mch is punished by using it. 20% for 20s and 10s CD of not being able to apply GB again is a big punishment. you basically go back to 3.0 rotation for 30s total. thats huge penalty. i hope GB is worth it!.
Bard: 2% crit buff, 3% foe dmg down (till mana runs out), battle voice 15% direct hit buff to everyone. Troubadour: Mage’s Ballad adds a 15% Maximum HP buff to all allies, Army’s Paeon reduces the party’s physical vulnerability by 10%, and Wanderer’s Minuet reduces Magic Vulnerability by the same amount. Nature’s Minne: HP recovery via healing magic by 20% for 15 seconds on a 45 second cooldown. (basically give the tank mantra every 1min).
please there is no comparison. Bard > Mch for raid prog.
and whats mind boggling they wasted a situational skill on the auto torret explosion thing Overload. it can only be useful for boss transitions. otherwise you want to keep torret cause of its auto attack+hypercharge use. or before the fight ends :/
Yeah, I'm not happy with SB version of Mch. Bard seems better. I'll change from maining mch to something else.
Well, Rook Hypercharge now buffs ALL damage by 5%. A 30 second, less potent Trick Attack. I guess their logic is Bard has more sustained but weaker damage buffs. 2% crit isn't THAT crazy, but it is near infinite. Battle Voice boosts a secondary stat, vs the flat damage increase of Hypercharge. Troubadour is something BRD trumps MCH on ,granted, and the convalescence-y thing. I dunno, I still feel like Hypercharge is valuable. Just BRD gets some better defensive stuff.
As for the turret overcharge things, there's the one that forbids it for 30 seconds, but the other one has a tooltip that just says it's dismissed, you might be able to replace it right after.
I think people are exaggerating BRD's offensive utility relative to Hypercharge. It definitely has some good defensive stuff that MCH doesn't though. I'm doubtful if the persistent 2% crit and occasional 15% direct hit buff will surpass Rook Hypercharge over the course of a fight. Also Wildfire now being 1 minute cooldown (in spite of lasting 10s down from 15s) it will line up with every Hypercharge.
Last edited by Aeliott; 06-01-2017 at 04:06 AM.
Japan's translations says that it is a 20% increase in damage instead when it overheats lol
Notes from the Japanese famitsu tooltips:
Overheat INcreases damage dealt by 20%. So you will probably want to Overheat immediately before/after applying wildfire.
Dismantle reduces ALL damage by 10%, not just physical
Hypercharge effects remain the same as ENG tooltips; Bishop reduces magic resist, Rook increases (seemingly) ALL damage received by 5%.
In addition to this though, it also states that Bard's Foe Requiem increases the damage enemies take by 3%, not reducing their outgoing damaging by 3%. In this case, MCH DOES actually have cause for concern in terms of being outshone by BRD.
trust me bard 2% crit buff isnt that MUCH at all also i highly doubt mage ballad increase EVERYONE hp, if it does it would've say in the description already, its more likely that ONLY increase the bard hp. comparing HYPERCHARGE and TROUBADOUR, they are ALMOST the same because hyper-charge cd is only 120s and troubadour is 180s... that 60s (1 min) can make a DIFFERENT for raiding. It is true that BARD now has a lot of utility but MCH has A LOT more dmg buff in return.
Please consider making weaponskills fired with ammo generate heat when fired instead. Currently they do not, and while it's worded as a benefit of ammo, the more I think about it the more I think it's actually a downside. It's too complicated to explain quickly but I think this will be noticed soon enough once Stormblood goes live.
Actually it makes more sense. The overheat duration is the same as wildfire. Basically you would like to stay between 50-90% while your wildfire is on cd, and then go nut once it's up. using ammo helps you balance that heat.
Reddit got some interresting theory crafting, i'm really happy with all this change actually. There's no penalty anywhere if it's like this, just a deeper cd management with the heat management. Also, you can see where you can put our new dot (the flammethrower) to build up heat but not to much so you're not busting your wildfire
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