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  1. #1
    Player
    Dianoia's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    59
    Character
    Red River
    World
    Balmung
    Main Class
    Ninja Lv 90
    Barrels are a neat idea if there were more than one. I think there's a big missed opportunity to have different barrels apply different effects to the MCH's actions. And there needs to be more interplay with the turrets. I feel like there's a lot of great base ideas with MCH that just haven't been fleshed out yet.
    (0)

  2. #2
    Player
    Pence's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    1,455
    Character
    Bravo Whiskey
    World
    Ravana
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Dianoia View Post
    Barrels are a neat idea if there were more than one. I think there's a big missed opportunity to have different barrels apply different effects to the MCH's actions. And there needs to be more interplay with the turrets. I feel like there's a lot of great base ideas with MCH that just haven't been fleshed out yet.
    It's not a great idea. No one will play a job where you OGCD to stance swap per skill.
    (1)

  3. #3
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Pence View Post
    It's not a great idea. No one will play a job where you OGCD to stance swap per skill.
    I mean, it'd be more exciting to look at the possibilities considering that's what they had showcased MCH to be initially in 3.0. Have a spread attachment increases tp cost and lowers damage to add aoe capability, an accelerator to overclock the TP costs to increase damage, or a scope that keeps you stationary (not casting here, full-out disable movement), and all can be used/mixed interchangeably.

    My biggest issue with GB in 3.x was not only it was functionally exactly the same as wanderer's minuet (homogenizing the two jobs), but also having the proc effects circumvent the cast mechanic entirely. Like, why even bother?
    (0)
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