Hello friends, I am here to once again give my ideas for revamping machinist's playstyle. Currently the job is lacking in terms of dps, reliance of ping and overall playability to the easier to pick up dancer and bard who's damage and raid buffs outshine the machinist whom in many interviews is claimed as the "black mage/samurai of the physical ranged job". I hope my idea of a revamp should bring in the memories and great ideas from the heavensward version of machinist to present day machinist. I also in this post will have machinist seem like more like a support class than its intended design but I have the idea of machinist supporting only itself and the robot. This will be a long post so its going to be a long read, I welcome opinions in the reply threads below.
Okay, the first thing I would do is to keep the idea of pvp mch and turn pve mch into tool juggling every 60 secs but in pve version, machinist has a single target and aoe version of their tools action. These actions should all be rotated 20 secs per tool for 60 secs so every minute it will always go back to drill. That alone should get rid of alot of the button bloat from having separate tools in the hotbar if they share the same purpose. Since tactician is a shield to the party, I wont touch that at all.
for example: single target tools: air anchor/hot shot > drill > chainsaw
aoe tools: bio blaster > flamethrower [revamp it to be a skill instead of ability] > flash [lvl 100 skill] with reassemble getting 3 charges at lvl 98 to always fit in the 60 second window
Next, I would look at the robot system and revamp its purpose and appeal in the machinist kit. I hope to see the turret/robot to actually follow you again with their own set of abilities and revamped version of the machinist use of "heat gauge" and "battery gauge"
I would like the skill Hypercharge to buff the turret or robot when your battery gauge is at full and i would like the skill Wildfire to be revamped to where the robot will the only one benefit from wildfire instead of the machinist and the intended damage can stay with any machinist who wants to pick up the job without having to rely on ping. I would have it to where new wildfire signals the robot or turret to use their abilities which ends in rook overload/pile bunker/crowned collider wildfire window before deactivating and reactivating the robot once the overheat timer of 10 seconds concludes.
Next up: Removal of skills...I would suggest removing Gauss Round, Heat Blast and Ricochet as they serve no purpose in the revamp version of machinist since with tools and actions being reworked and revamped, having to keep extra buttons is not really optimal.
That being said, now the weaponskills portion of this post! I would keep the single target combos the same (more on that later) and aoe skills getting revamped to spread shot/scattergun and auto crossbow (lvl 94 upgrade noiseblaster).
part 2 in the threads