Quote Originally Posted by HyperiusUltima View Post
So, how can we reform this?

DNC: Can be left as is, but needs consistency for Esprit Gains and Improvisation being a static number, not dependent on party.

BRD: Somehow find a way to detach the heavy reliance on raid buffs for BRD, and give them something to build towards. Apex Arrow is a mockery given how it has such low damage early on; I'd rather it were an actual oGCD that does not have a gauge. A potential fix - Apex Arrow Potency: 800, 90s CD. Deals damage in a line in front of you.

Maybe find a way to tie Apex Arrow CD usage to Song efficiency to compete with DNC.

MCH: In desperate need of something that isn't Queen. I've been reconsidering Ammo, but unsure what they could do to reform MCH.
Dancer: Keep the espirit generation as is, but add another layer. Every X seconds, a dancer visible only pick up forms near you or your dance partner at some distance away within the area / arena. This pick up grants a static amount of Espirit. You can have a maximum amount active, allowing both improved generation and the ability to stockpile them for burst phases. The act of picking them up is the dancer flitting about the field, but in a controlled manner.

Bard: Rather than a stand alone OGCD, how would you feel about it being tied to Songs?

Apex Arrow
[Ability or GCD]
Effect: Ends the current song, dealing X potency in a line. Deals Greater Potency with less song duration. Reduces cooldown of other Songs based on duration remaining.

We'd also change Songs to not require a target (Just combat, to avoid prepull shenanigans that they've been trying to get rid of). Fold the potency into Apex Arrow.

Rather than being a rather rote song rotation, Apex Arrow lets you adjust it a bit more. On long transition phases, you can use the least valuable song available to you, tick it down, and open with a fully powered Apex Arrow.

Machinist: I not really in the camp that I think anything is outright wrong with it, other than a few action changes (Flamethrower). Plus I've read mixed sentiments when it came to Wildfire and robot. So I'mma spitball this one, taking a more refined version of what I suggested in the other thread.

Air Anchor
Weaponskill
Recast: 40
Fires heavy chains at the target.
Point Blank [0-5]: 700 potency and 20 Battery.
Mid Range [6-15]: 930 Potency and 10 Battery.
Long Range [16-Max]: [X] Hits of [Y] Potency. (Totals 1160)

Every 10 Battery is worth 230 Potency (1 Robot Attack of 150+ 80 to the final hit). This effectively makes the ability equal at all ranges, however, as you might notice, they suddenly have very clear cases of extra gain.

A 930 Hit is a better Reassemble target than Drill. A multiple hit weaponskill is a better GCD to fit into Wildfire. The robot is never bad, and this doesn't change Machinists's default.

This is the same idea of priority conflict I've suggested in the Monk for Chakra and Greased Lightning. Air Anchor's value fluctuates (and where you need to use it from flucutates) based on the status of your other cooldowns.

How does that sound?