Quote Originally Posted by Kabooa View Post
I'd let the robot contribute to Wildfire. Adds more weight to gauge expenditure, and if the 5 second wind up before the robot does anything isn't supposed to be for coordinated set up, it should be.

Reassemble having specialized bonuses for each gadget and Clean shot to vary its best use cases. Examples -
1. Drill is the Auto DCrit. Your basic standby to judge the others.
2. Bio Blaster has its DoT extended.
3. Air Anchor builds additional battery
4. Clean Shot hits twice.

I'm mostly okay with Heated shot, but its primary function (1.5 / ammo charges) could easily be ported to just Overheat in general, and Heated Shot can be an overheat finisher. Like it deals 100 + an additional strike of 50 for every previous weaponskill used during overheat.

Tie it all together, and your wildfire window is 60 minimum gauge Robot, a couple filler gcds, then OH/WF, 1 - 2 - Reassemble Clean - 1 - Heatblast - 2. Six hits from the robot, ten from the player, eleven if we count the extra clean for Heat Blast.

A cursory glance would show this Machinist at about 6% higher than current, but if that's too great, we can turn back the potency buff given to the 123 combo and that would bring it to around 3%.

For those curious, this total package, executed well, would mean wildfire for an i530 machinist goes from ~80,000 to ~215,000. Peeling back the potency buff means between 50k and 65k of that is removed from the 123 combo.
Wildfire
I wouldn't do that for multiple reasons:
-Queen takes 3 seconds to boot, nothing hard but you'd have to use it 2 GCDs before the actual wildfire.
-You'd lose the Flexibility and makes the battery gauge always used at the same time.
-Wildfire would remain Wildfire, AKA apply and forget.

If Wildfire was heavily reworked, why not. But with the current version, you could simply remove Wildfire and MCH would even be better.

Overheat
Anything is better, yes. You could even make all 123 shining so you'd do a 3-2-3-1-2-3 at 1.5s GCD and it would already be funnier than spamming the same button.

Reassemble
I thought aswell of giving reassemble different effect depending on the machinery used. And I think it's a good idea but how to do it well?
Refund cooldowns, allowing to freely use a Machinery action without putting the ability on cooldown? Things like that, that could be a nightmare to design.
But I think "A button with multiple functions" is a good idea for Reassemble. Drill a guaranteed Crit/DH, turn Air Anchor into an AoE, Bio Blaster a stronger/longer dot...
I think there's a good room to implement the multi-function idea and adding more AoEs without dedicating a whole new button with a shared cooldown on it.