If SE isn't going to give us more utility to make up for underwhelming dps numbers, I'd be happy with potency increases on the heated 123 and/or turrets contributing to wildfires...making Overdrive worth using.
If SE isn't going to give us more utility to make up for underwhelming dps numbers, I'd be happy with potency increases on the heated 123 and/or turrets contributing to wildfires...making Overdrive worth using.
I think the current rotation is interesting and great. It made me spend more than 2 days just trying to figure out the best rotation! My opinions are in this forum post, which is actually my first time posting something in these forums. However, MCH is now lower utility and thier damage just can't match BRD or any other job for that matter, so I really do think MCH needs a bit more of a buff.
- Turrets: All Turret-Attacks affecting Wildfire
(to increase Wildfire-burst, because we lost all of our cross-class-buffs)
- Hot Shot: 10% Bonus-Damage, adds Piercing-Damage-Debuff
(to make BRD+MCH-Groups more valuable. Sorry DRG)
- Hypercharge: 10% Bonus-Damage instead of 5%
(good old Hypercharge)
- Dismantle: 60s Cooldown instead of 90s
(90s is a bit too long)
- Gauß-Barrel: GB will be not removed after Overheat, but still 0% for 10s
(Overheating is double punishing, because its a DPS-loss and you have to keep an eye to re-attach GB)
- Overdrive: Rook will be destroyed, but Bishop can still be used (and vice versa)
(I m wondering, why both turrets cant be placed, when I m just blow up only one turret)
Sure, you have more wildfires, but without our cross-class-buffs and their shorter duration, they become extremely weak.
Last edited by Caitlyn; 07-20-2017 at 06:54 PM.
- Queen of Heal 2022 -
the heat changes to skills need to be reverted this has made the class less fun to play.
Flamethrower needs more use then used for a few seconds to push overheat(don't actually overheat) and aoe. overdrive I think needs another 100 potency
give us back the dot is an option to increase our dps or increase The potency on attacks across the board. another option is increased hotshot to 10% as well.
like many said The turret needs to be allowed to help build up WF
the fact that we still have dismantle is pretty sad when tanks have a 60cd second version of it in role skills and ours somehow made it past the skill cut and lead shot some reason needed to go.
I do like the idea people have been posting to do a lot more Vulnerability to the boss I be Stacking debuff etc i mean a number of stuff does it currently but to kinda of have an high uptime due to one class aka MCH would probably make Mch more sought after.
1) Don't change cooldown
Cooldown is not a dps mechanic, it's part of heat management. If heat was a dps resource, it wouldn't be reduced by ammo and cooldown's potency would be higher.
2) Don't change flamethrower
Flamethrower has a niche, and thats OK. Its great at its niche, and we don't need it to be changed to be part of a single target rotation for no good reason.
3) Add an identity to MCH that is not DPS-related.
We have nothing to compete with Nature's Minne, Troubadour et al. How about a raid wide speed boost? Teleporter that moves raid members between two spots? A way of spreading powerful party buffs on you to the whole raid? Just brainstorming.
4) Make it clear how Overheat is intended to be used
Right now, MCH's disagree on how Overheat is used because it isn't clear. SE should take a side. Either make Overheat an OBVIOUS dps mechanic that you need to do often, or make it an OBVIOUS punishment mechanic that hurts you when you don't manage heat.
I'm on my phone right now, but tonight when i get home I'm going to be updating the the first post to include everyone's ideas. That way should the devs decide to look at what the players think need to be done about mch, they will have a more organized list to look at, rather than trying to dig through countless posts in multiple threads.
I think overdrive should not destroy the turret. SE should treat it like a burst ability. Destroying the turret seems like a punishment. For example when you overheat and use overdrive for the sake of WF for burst damage the dps loss after is for nothing. I find myself just not risking it.
Ok! I have updated the main post, to include the other ideas I've seen recently. If I missed your idea please either post it here, or link me too it. Also of course if you have any other ideas you'd like to throw out there, I'll try and put them in the main post as well. Thank you!
I've been thinking of what they could do to make MCH unique with their own HI identity type thing.
Maybe instead of a fixed heat gauge that only changes using skills, what if the heat gauge starts at 0 and as you build it up, the gauge is trying to "cool down" over time... like you lose 5 every 5 seconds or I don't know... So the challenge is to keep the heat as high as possible to deal more damage with slug, split, clean, while every so often expending your heat to use strong skills: ie cooldown (single target) or flamethrower (aoe)
I think that would be really cool
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