Page 1 of 6 1 2 3 ... LastLast
Results 1 to 10 of 57
  1. #1
    Player
    Dynza's Avatar
    Join Date
    Jul 2014
    Posts
    99
    Character
    Sahja Jinjahl
    World
    Faerie
    Main Class
    Lancer Lv 73

    The Machinist Thread. With Ceruleum Blasters in Hand...

    The Machinist




    So here's what we know:
    The Machinist uses a large gun strapped to their back.
    They employ, at least, two turrets.
    They're a large ranged DPS class.
    They equip different attachments to their guns. What these attachments do will be fun to speculate.
    Compared to the other jobs, their armor is a lot less elaborate and more simplified for function over form.
    The Job carries no base class. Players will be able to play the Machinist from level 1!
    The Heavensward expansion is due in the Spring. That's at least four months away.

    Go wild on the speculation dudes. I suspect it'll have the standard array of abilities (two DOTs, two Area of Effects, one self-buff, one debuff) as at least a minor standard. Given this is a brand new job it'll be restricted on cross-class abilities. I suspect the whole new job design here is to avoid or make it easier for players to play a single class all the way to 50 without feeling burdened to pick up key cross-class abilities (Blood for Blood/Internal Release) and at the same time, keep the ability list balanced for now.

    I'm particularly curious on how the turrets are going to work out. I wonder if the turrets could act as temp tanks, or boost regeneration of certain stats (HP, TP or MP), and not just damage bots. Still we'll see in about four months!
    (5)
    Last edited by Dynza; 01-03-2015 at 07:08 PM.

  2. #2
    Player
    Yumi_umi's Avatar
    Join Date
    Nov 2013
    Posts
    2,138
    Character
    Yumi Umi
    World
    Adamantoise
    Main Class
    Goldsmith Lv 90
    Ok so imo
    - turret hp should scale with max hp ....
    *Till ppl wisen up and stack vit and turrets become new tanks, thus se nerfing it and making CD really long or the turrets have a flat rate of hp

    - if MCN range is too long then they will be the new kite king.
    * only way to fix tht is if they have to stand still while they shoot ( focus aim logic? Instead of going in guns blazing lol )

    -they will probably put a set amount of turrets per team in pvp as can u imagine, 8 ppl + 2 turrets each = 16 turrets camping with dps range from players.
    * probs will be nerfed if ppl stack

    - the turrets will probs be mobile so that they will be viable in high aoe/ mechanics fights

    -the turret ai might be tricky as giving it a pet bar would be too confusing if there are ( 2 ) turrets.
    I.e you want one to follow and the other to stay still.
    * ppl would complain about too many skills on hotbar
    (1)

  3. #3
    Player
    Balipu's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    2,084
    Character
    Tea Mysidia
    World
    Phoenix
    Main Class
    Rogue Lv 90
    Well I think it might be possible to have different types of turrets (like the chocobo stances). After all Edgar had a lot of gadgets in FFVI.

    I was hoping to dual wield guns, but oh well. still awesome.
    (1)

  4. #4
    Player
    Allard's Avatar
    Join Date
    Feb 2014
    Posts
    15
    Character
    Allard Eldridge
    World
    Leviathan
    Main Class
    Summoner Lv 60
    My personal interpretation is that it is a physical dps pet class. I think the turrets will be controllable, like a Summoner's egis, and will have its own move set.

    I speculate there will be 2-3 types of turrets you can summon, each with their own unique effect on the battlefield. As to what they might me... hmmmm...

    1) A pure damage dealing turret. 2) A turret that provides buffs/debuffs. 3) AOE turret. 4) Healing turret?

    Lots of possibilities definitely going to be the new class I will pursue.
    (0)

  5. #5
    Player
    ChaozK's Avatar
    Join Date
    Aug 2013
    Posts
    572
    Character
    Baal Mirtaq
    World
    Shiva
    Main Class
    Dragoon Lv 100
    I think the dev's goal with machinist might be to make them an alternative for the bard slot, so my guess is that there will be a turret option to replenish the groups mp or tp which he will have to use instead of a dps turret. That would be kinda similar to a bard losing 20% dps for singing.
    (5)

  6. #6
    Player
    Stihllodeing's Avatar
    Join Date
    Oct 2014
    Posts
    180
    Character
    Stihl Lodeing
    World
    Mateus
    Main Class
    Gladiator Lv 24
    I hope and I pray and I wish and I really really hope this is their attempt at a true controller/utility class. I hope it is NOTHING like the bard or summoner. Imo, if the turrets/pets are the same ol' "tank pet" "healing pet" "mp regen pet" I'll be pretty disappointed.

    I would hope for something like this:

    Hear No Evil See No Evil Mindflyer

    A flying contraption that alternates blind for 3 seconds and then silence for 1 second for at total of 20 seconds

    -Costs 120 TP/Recast: 60 seconds (blah blah)

    ERAD (Elemental Resistance Attack Droid)

    A machine designed to reduce the ability for artificial and organic life to resist the elements

    -Recast: 120 seconds (insert appropriate stuff)

    EMP-OUES 007 ()

    The Electromagnetic Pulse Organic Ultrasound Emission System is designed to disable organic and artificial life forms. The EMP-OUES 007 () will determine which offensive mechanism to activate dependent on the type of target selected. Artificial life will suffer from stun for 4 seconds and organic life will suffer from paralysis for 4 seconds.

    -Cost 20 MP-70 TP-1,00 Rainbow Points and 2 hugs / Recast: Infinity

    Just something like this. Of course it would have to be something balanced and not made up on the spot.
    (0)

  7. #7
    Player
    Balipu's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    2,084
    Character
    Tea Mysidia
    World
    Phoenix
    Main Class
    Rogue Lv 90
    Yes I was just going to say that these are riddiculusly overpowered. Tank/heal/DPS turrets would at least make some degree of sense. Still I dount they will implement the holy trinity for turrets. Already we can set our chocobo to tank, and our carbucnel or egi to DPS and voila, we are unstoppable and laugh in the face of levequests 2 levels above our own. I'd hope the turrets are a bit more....let's say tactical.
    (0)

  8. #8
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,479
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    Machinist looks amazing, definitely going to play it for a while . Even if it's rubbish, it's got guns & robots!!

    Quote Originally Posted by Dynza View Post
    The Job carries no base class. Players will be able to play the Machinist from level 1!
    Do we know that's what that means yet? Surely it would be a class with no job if you leveled it 1-60...
    (1)

  9. #9
    Player
    Bishop81's Avatar
    Join Date
    Nov 2014
    Posts
    806
    Character
    Eldon Pierce
    World
    Behemoth
    Main Class
    Summoner Lv 60
    I want a "Tachikoma" with hilarious emotes and idle animations.

    If SE implements that, I will switch to Machinist as my main Job in a heart beat.
    (3)

  10. #10
    Player
    Tex_Mex's Avatar
    Join Date
    Aug 2013
    Posts
    412
    Character
    Tex Mex
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    So a couple of things that I wanted to mention.

    1) The class will likely still use cross class abilities (even if it has no base class), so expect something like lancer/archer since every TP class has lancer as a cross (mostly due to the lack of TP refreshing mechanics except invigorate)

    2) What this game is really missing is a strong single target dps focused ranged dps. Yes, summoner is currently decent at this, but I would love to see a ranged class that had the ability to compete with melee dps in single target situations. Of course, their aoe dps and utility will have to be lower to compensate for this.
    (0)

Page 1 of 6 1 2 3 ... LastLast