If a target has Bioblaster DoT, Flamethrower Applies a secondary DoT burn.
There we go, that pushes flamethrower from 800p to 1500p over its duration and is actually useable.
Wow I'm a genius at class design.
If a target has Bioblaster DoT, Flamethrower Applies a secondary DoT burn.
There we go, that pushes flamethrower from 800p to 1500p over its duration and is actually useable.
Wow I'm a genius at class design.
well i don't think you're the only one that had that idea lol, and besides i wouldn't want to use flamethrower and immediately cancel its channel just to get the DoT. I think the fun part of using flamethrower is actually seeing the flames goes back and forth. so i think a good way to implement that would be the longer the channel, the longer the dot duration, higher dmg over time, and vise versa if shorter the channel shorter the dot duration and lower damage over time.
It's a solid idea, since it's like you're coating the enemy in some volatile fluid, then igniting it. Simple and intuitive combo gameplay. And helps the disjointed MCH kit actually have some internal logic and interaction. And fits the Job's "gadgeteer" concept well. And adds to the list of potential war crimes that the WOL has engaged in.
Personally, I'd also like to see the 'fragile butterfly' channel, that breaks if you breathe wrong, changed. These ultra-fragile actions like Flamethrower and Ten Chi Jin that the devs were obsessed with in Stormblood feel awful to me, especially something that seems like it should be as heavy and grungy as I'd imagine a steampunk-esque flamethrower. You should be able to chase people down like a TF2 Pyro, if you're so inclined.
...but... the FFXIV code seems allergic to channeled casts, so I guess that's hopeless. Maybe the best alternative is just to convert Flamethrower into an autonomous turret. Then it's an unambiguous DPS gain, no longer has to fight with your GCDs for dominance, and can even see use in single-target to add some interest to the stale ST rotation. And, it helps flesh out that 'gadgeteer' concept further.
...but... the problem with that, is probably that the FFXIV engine simply can't handle having both a Turret and the deeply-beloved Queen Automaton active simultaneously, just like it can't have Summoner Carbuncle and Primals/Demis active simultaneously. So... uh...
...wow, both this Job, and this game engine, are really designed into a corner.
Last edited by Eorzean_username; 05-23-2022 at 05:20 PM.
A channeled cast is, for all intents and purposes, just a per-second ticking field effect. The problem is that they, I guess, don't want to spend the server resources on recalculating it per tick/instance as they would with separate but frequent AoE attacks. Perhaps, then, we could just rework Flamethrower into the later. Put it on a 1-second, auto-casting GCD; if you queue another skill in that time, it will end Flamethrower and be used instead. Can also end it more deliberately by just re-pressing Flamethrower.
If necessary for its aesthetic, apply a 1-second Heavy upon each use of Flamethrower or perhaps even lock out oGCD usage until Flamethrower has been ended. Voila. Mobile Flamethrower that still feels like a flamethrower.
@Eorzean
Personally, I'd prefer Flamethrower fight for uptime, rather than it just being an over-one's-normal-rotation, fire-and-forget AoE action. I'd just like it to be strong enough to be worth using. That could be done by/despite locking its potency behind Bioblaster as the OP suggested, sure. But it could also be done by just simply increasing its damage (and allowing it to be used on the move).
Last edited by Shurrikhan; 05-23-2022 at 03:40 PM.
You have no idea how manny times I saw this idea popping here and there.
I'm actually curious from where it does come from.
This idea doesn't change the fact that Flamethrower feels bad to use and is weirdly coded.
Flamethrower should be a powerful ability on its own.
Second problem, you would never use bio blaster without Flamethrower and vice-versa, like how Overheat and Rapidfire were always paired together.
If you removed Flamethrower and bumped bio blaster potency, you would achieve the same result but with a better design.
You could even go further, separate Bio Blaster and Drill, make BB a 60s and adjust the potency.
If your design always combine the 2 same abilities, merge them.
Last edited by CKNovel; 05-23-2022 at 08:23 PM.
Instead of just adding another DoT, I like the idea of flamethrower dealing additional damage if bio blaster is already applied. Although, if the potency is too high then you'll end up doing the combo over using drill against single target.
I just want them to increase the potency so that it's the strongest skill to use after bio blaster is on cooldown. Also, allow us to move when channeling it since it seems to come with a built in Provoke for enemy AoE. PvP has shown that it's possible to have abilities that can be channeled while moving, so they can incorporate that in PvE scenarios as well. And let it generate like 5 heat per second; we are shooting fire, you know.
Flamethrower do a 80 Potency damage per second in a 10 sec duration, which means 200 Potency per 2.5 GCD. This isn't really much, and it's worse than the Auto Crossbow that have a Potency of 140 every 1.5 sec (Math take this up to 233 Potency per 2.5 GCD, which is 15% Stronger) and don't lock you away from a possible Ricochet usage in between.Instead of just adding another DoT, I like the idea of flamethrower dealing additional damage if bio blaster is already applied. Although, if the potency is too high then you'll end up doing the combo over using drill against single target.
I just want them to increase the potency so that it's the strongest skill to use after bio blaster is on cooldown. Also, allow us to move when channeling it since it seems to come with a built in Provoke for enemy AoE. PvP has shown that it's possible to have abilities that can be channeled while moving, so they can incorporate that in PvE scenarios as well. And let it generate like 5 heat per second; we are shooting fire, you know.
Bio Blaster only do a total of 300 Potency AoE, and you have to wait 15 sec in order to make it really effective.
Just to remind you something. Bioblaster and Flamethrower are pretty much useless on Boss. Boss that can summon a whole bunch of add aren't that numerous, and they die fast enough that the Auto Crossbow do the work all alone (+ Chainsaw, which deal a fair amount of damage AoE and can be used with Reassemble).
Channeling a spell for 10 second feel really bad. One option can be this : make Bioblaster and Flamethrower combo with Scattergun. Allowing one of these 3 to generate Battery as well.
Considering the actual Issue with MCH DPS, I know some people desire more tool against single target, in order to make the MCH great on it's own. Putting Marksman's Spite like "Mug" while replacing Flamethrower can be effective in my opinion. Bioblaster will not have many use too, but it can be rebuild into a utility tool for the team (Like a HoT, why not ? You can spread poison, with can't you spread Potion ?)
Well first you need to up the potency because it's weaker than Shattershot in it's current state.
But a true fix would make Flamethrower your Heat Gauge and make Auto Crossbow into an AoE Turret for Energy gauge.
As far as channeled casting, it's fine if you make it risk worth reward. Take DNC's Improv for example. Is it really worth eating an AoE for a Max Barrier and Regen buff? Same with Flamethrower. I would be nice if FT applied some kind of stacking Defense Debuff to the targets where is a stack would be a 2.5% with a max of 4 stacks.
But this is SE and everything is fine so back to wishful thinking.
The technology is clearly there as proven by PVP Gunbreaker's limit break....but... the FFXIV code seems allergic to channeled casts, so I guess that's hopeless. Maybe the best alternative is just to convert Flamethrower into an autonomous turret. Then it's an unambiguous DPS gain, no longer has to fight with your GCDs for dominance, and can even see use in single-target to add some interest to the stale ST rotation. And, it helps flesh out that 'gadgeteer' concept further.
...but... the problem with that, is probably that the FFXIV engine simply can't handle having both a Turret and the deeply-beloved Queen Automaton active simultaneously, just like it can't have Summoner Carbuncle and Primals/Demis active simultaneously. So... uh...
...wow, both this Job, and this game engine, are really designed into a corner.
Make it a channeled ability that can be used while moving, generate heat and double or triple it's potency. Also give synergy with Bioblaster.
Skill is now better.
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