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  1. #1
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    It feels like Bioblaster is the only reason why Drill and Chainsaw is not overly broken at its current potency. Bioblaster throws a wrench to being able to kill everyone from 25 feet away since it requires you to re-engage into mid-range. The design makes it fair for the melee DPS since you can basically kite them to death if it wasn't attached to the combo otherwise.

    Bioblaster being a DoT AOE + heavy CC rather than just another burst DPS skill probably also affects Drill & Chainsaw's potency too since you can't stack the high burst skills together and guarantee an instant kill from the getgo as long as it's part of the combo chain. The exception would be if you use Analyzed Drill + Marksman spite, but machinists still can't just stay 900 feet away and snipe from afar since they have to expend Bioblaster if they want to continue accessing other weaponskills in the combo eventually.

    Due to bioblaster, I think Machinists are intended by design to be weaving around long-range + mid-range + close range by utilizing Scattershot, Bioblaster, and Drill / Air Anchor / Chainsaw whenever it works out. The Rook autoturret also supports this theory since it flexibly can be used from afar to debuff an enemy or nearby to shield you as well.

    This is one of those moments where "ranged weave tax" is actually applicable here.
    (1)

  2. #2
    Player
    Issaella's Avatar
    Join Date
    Apr 2021
    Posts
    115
    Character
    Emmylou Sugarbean
    World
    Famfrit
    Main Class
    Summoner Lv 40
    Quote Originally Posted by Ransu View Post
    Ya its pretty annoying to have bioblaster as part of that combo. It really should be its own button.
    This is why I have pretty much completely abandoned playing MCH in my mindnumbing slog to finish the GARO achievements. If you are on Bioblaster and can't safely close to melee you get to spam your filler, that's it. On top of Overheat not being an active ability and having zero UI indication to when it activates/duration it just feel clunky and no fun to play. I'll just continue to WHM/SMN putting in just enough effort to not get reported for "lethargic participation". If they didn't want me to meme-spec every match they shouldn't have taken a sledgehammer to jobs I actually liked to play pre-6.1 and made them a mess/over-complicated/tedious/frustrating/take your pick.

    Quote Originally Posted by AnotherPerson View Post
    Due to bioblaster, I think Machinists are intended by design to be weaving around long-range + mid-range + close range by utilizing Scattershot, Bioblaster, and Drill / Air Anchor / Chainsaw whenever it works out.
    Which is bad for 2 major reasons. 1) they have no defensive and no movement abilities which makes going into melee range basically putting a "kick me" sign on your own back. 2) compounding 1, it makes it feel awful and no fun to play because you either have to close to melee and get exploded or sit back capped on charges and chain cast your filler. Being in close range as MCH essentially makes you a free kill to anyone with half a brain.
    (2)

  3. #3
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Quote Originally Posted by AnotherPerson View Post
    It feels like Bioblaster is the only reason why Drill and Chainsaw is not overly broken at its current potency. Bioblaster throws a wrench to being able to kill everyone from 25 feet away since it requires you to re-engage into mid-range. The design makes it fair for the melee DPS since you can basically kite them to death if it wasn't attached to the combo otherwise.

    Bioblaster being a DoT AOE + heavy CC rather than just another burst DPS skill probably also affects Drill & Chainsaw's potency too since you can't stack the high burst skills together and guarantee an instant kill from the getgo as long as it's part of the combo chain. The exception would be if you use Analyzed Drill + Marksman spite, but machinists still can't just stay 900 feet away and snipe from afar since they have to expend Bioblaster if they want to continue accessing other weaponskills in the combo eventually.

    Due to bioblaster, I think Machinists are intended by design to be weaving around long-range + mid-range + close range by utilizing Scattershot, Bioblaster, and Drill / Air Anchor / Chainsaw whenever it works out. The Rook autoturret also supports this theory since it flexibly can be used from afar to debuff an enemy or nearby to shield you as well.

    This is one of those moments where "ranged weave tax" is actually applicable here.
    Then take scattergun off the global? Give them something to create separation quickly like bard does to get away. Forcing them into melee range is ridiculous.
    (2)

  4. #4
    Player
    Issaella's Avatar
    Join Date
    Apr 2021
    Posts
    115
    Character
    Emmylou Sugarbean
    World
    Famfrit
    Main Class
    Summoner Lv 40
    Quote Originally Posted by Ransu View Post
    Then take scattergun off the global? Give them something to create separation quickly like bard does to get away. Forcing them into melee range is ridiculous.
    Precisely. Jobs that are supposed to function in melee range and/or engage in melee range periodically have defensives/heals/movement abilities that they can use to mitigate risk. MCH has none of those, running into melee range with 2+ people around you to use Bio in most situations is essentially a free trip back to respawn.
    (3)

  5. #5
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Ransu View Post
    Then take scattergun off the global? Give them something to create separation quickly like bard does to get away. Forcing them into melee range is ridiculous.
    Problem with Scattergun going off global is the synergy scattergun offers with Wildfire. When Scattergun hits 1 target alone, it counts as a double hit, which detonates Wildfire much quicker. Wildfire only works for weaponskills, so if scattergun goes off the global cooldown and turn into an ability, it no longer triggers Wildfire as easily, thus delaying your burst combo.
    (0)