I don't think it will just be an encounter/prejump ender. You can now use it in wildfire to add damage to the wildfire and also still break even for the turrets own damage resulting a net gain to blow it up during wildfires.
Overdrive counts as turret damage. Therefore it does not contribute to Wildfire.
But don't take my word for it. Feel free to look that up...
It shows a baseline. No other job has the ability to pad their player power pre pull. Heat is something that should be maintained when a fight starts, not something you prep into. It was designed deliberately that way. And you're not supposed to overheat on the first wildfire. You're also not supposed to overload on a wildfire as overload does nothing for your WF damage.
That overheated wildfire is something that happens later in the fight. It was designed that way. No different than a BLM revving up that foul, DRG moving to life of the dragon, SMN's summoning bahamut, the built up for gauges such as the fairy gauge, the built up for Black and white mana for Red mages, and I could go on. MCH are not special enough to require a special exception. That's the point I'm trying to help you understand.
Last edited by Elnidfse; 07-16-2017 at 02:11 PM.
Aha I wonder what you'll think if they buff overheat enough to make it worth overheating every wildfire next week. That's not something I would bet against.
The fact that overheating is not lucrative enough to do every wildfire is actually masking a lot of clunkyness that the heat system has. Perhaps next week you'll be introduced to the pain of being required to overheat the opener wildfire - but not having any good way to do it.
There is nothing for you to try and help me understand. You are explaining how the MCH currently works. I understand how the MCH opener currently works. Exactly why I said overheat on first wildfire doesn't work. The part you don't seem to be getting is that I am giving a suggestion of how I think the opener should work. You know, how like most suggestions work? I've already shown you other examples of pre pull padding. Another is Monk switching coeurl form pre pull.It shows a baseline. No other job has the ability to pad their player power pre pull. Heat is something that should be maintained when a fight starts, not something you prep into. It was designed deliberately that way. And you're not supposed to overheat on the first wildfire. You're also not supposed to overload on a wildfire as overload does nothing for your WF damage.
That overheated wildfire is something that happens later in the fight. It was designed that way. No different than a BLM revving up that foul, DRG moving to life of the dragon, SMN's summoning bahamut, the built up for gauges such as the fairy gauge, the built up for Black and white mana for Red mages, and I could go on. MCH are not special enough to require a special exception. That's the point I'm trying to help you understand.
Starting at 50 heat would not be revved to max for MCH on the opener. Getting to overheat would be.
Last edited by MomoOG; 07-16-2017 at 02:48 PM.
I'm happy to see the initial changes...actually I am excited and eager to test them! All I can say is, guys, don't overthink this, it's a good thing, actually an amazing thing! Be happy about it instead of nitpicking so much without even having the chance to test it yet.![]()
Last edited by Kasathar; 07-16-2017 at 03:08 PM.
Let's wait for patchnotes, since we don't know what "And more" means.
Overall, the changes looks good. (aside from Quick Reload rework, it was very useful with that -10 Heat reduction)
I am looking forward to it, Yoshi P.!(lol) But if I might add a bit more- I am OK and understanding of Hotshot being reduced to 5 heat gain, but I do not understand why Quick Reload has to lose it's -10 heat. Now, I have accidentally over-heated a few times, I will admit. I suppose having that sweet spot being 80's instead of 90's is safer in avoiding overheating so it is not so punishing. The 8% damage from Hotshot is nice, but I hope the 'and more' part includes changes to either a.) more dps somehow or b.) more utility somehow.
I can sympathize with Yoshi's statement that many players have many different thoughts on how our job could be improved. It's because there are so many more clever ways they could have balanced MCH with the heat mechanic, and so many missed opportunities. It's like they spent more time getting it to not be completely broken and just barely got it to production
For example, they could have added a stacking 7s duration debuff on the enemy. Each stack being a few tics of DOT heat damage to the target. The higher the # of stacks, the more potent the DOT tic. Cap at 3 per enemy. Every heated shot would add one stack, and as long as you continued to use heated shots, the stacks would climb to or remain at 3, doing maybe the same damage as lead shot or slightly more. 7s would allow us to build up and maintain 1-2 stacks on say, 3 targets, or 3 full stacks of the dot on a single target and allow for hotshot/Cooldown single GCD usage without them dropping off. Doing this would also allow us to continue to do our powerful heated shot rotation, further encouraging us to stay within that magic 50-100 heat range...and give us another 100-200 dps, to compliment the extra 100 ish from the HotShot adjustment.
Last edited by Id_Slayer; 07-16-2017 at 05:22 PM.
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