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  1. #1
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    842
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    Quote Originally Posted by Judge_Xero View Post
    When I was initially looking at it, it didn't seem like I was getting the last couple skills under the HE/B4B timers if I popped them first prior to LS, so I was comparing the difference in gained potency from Wildfire if I delayed the cast till after LS.
    That's a fair point, and another good reason to make sure you're activating your buffs from weakest to strongest. Our opener is frontloaded with so many GCDs spent casting buffs, that it's good to think about how the order of activation affects which one falls off first later in the opener.

    It's a small difference, but activating BFB before Raging Strikes for example is the difference between Raging Strikes being up just a little bit longer to affect one more shot later in the opener - which is better than the reverse situation where Raging Strikes falls off and you're left with the relatively weaker BFB buff for that last shot.
    (0)
    Last edited by Myon88; 08-15-2015 at 02:18 PM.

  2. #2
    Player
    Kuraran's Avatar
    Join Date
    Sep 2013
    Posts
    169
    Character
    Shalltear Bloodfallen
    World
    Shiva
    Main Class
    Machinist Lv 70
    This might not be the right topic to ask but is there also some kind of topic discussing what they could've done better when implementing Machinist or what they should add in the future as QoL-Changes?

    I'd really love to see what kind of ideas people have here for Machinist~~
    (0)

  3. #3
    Player
    Ryaz's Avatar
    Join Date
    Jun 2015
    Location
    Mist Ward 21, Plot 45
    Posts
    1,845
    Character
    Ryaz Darksbane
    World
    Brynhildr
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Kuraran View Post
    This might not be the right topic to ask but is there also some kind of topic discussing what they could've done better when implementing Machinist or what they should add in the future as QoL-Changes?

    I'd really love to see what kind of ideas people have here for Machinist~~
    My biggest gripe with MCH is the way ammo works. It's completely different than what was in the preview, which was using it enhances different attacks in different ways, sort of how Dark Arts does for Dark Knight. Instead, we got Reload, which is basically a band-aid for our RNG proc attacks. Sadly, outside of our opener and buff phases, MCH is very basic.
    (0)
    Last edited by Ryaz; 08-15-2015 at 06:08 AM.

  4. #4
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Ryaz View Post
    My biggest gripe with MCH is the way anmo works. It's completely different than what was in the preview, which was using it enhances different attacks in different ways, sort of how Dark Arts does for Dark Knight. Instead, we got Reload, which is basically a band-aid for out RNG proc attacks. Sadly, outside of our opener and buff phases, MCH is very basic.
    The RNG is still my biggest gripe. While not terrible in execution, it is it's principle of design that bothers me. Its very sad to see when I am on a roll, it starts being nasty and not doing a proc after shooting 4-5 times. It reduces my DPS and TP some. I would of preferred something more consistent. Not a DPS increase or decrease, but something to make the process of it feel less RNG.
    (0)

  5. #5
    Player
    girlsimulation's Avatar
    Join Date
    Aug 2015
    Posts
    18
    Character
    Vinegar Vinegar
    World
    Balmung
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Ryaz View Post
    My biggest gripe with MCH is the way anmo works. It's completely different than what was in the preview, which was using it enhances different attacks in different ways, sort of how Dark Arts does for Dark Knight. Instead, we got Reload, which is basically a band-aid for out RNG proc attacks. Sadly, outside of our opener and buff phases, MCH is very basic.
    What if they replaced dismantle and rend mind with more gauss barrel-style attachments which added different effects to your procced shots? EG, a procced clean shot with the dismantle barrel on would apply a physical damage down debuff, with gauss on it could apply some kind of vulnerability or a dot or something, etc. They talked about machinist having different weapon attachments for different situations a lot before release and I'm a little sad we didn't get that--it would make stancedancing and ammo management a much bigger part of the class...
    (2)

  6. #6
    Player
    BannedatRegistration's Avatar
    Join Date
    Jun 2015
    Posts
    68
    Character
    Sasori Redsand
    World
    Behemoth
    Main Class
    Machinist Lv 60
    Quote Originally Posted by Kuraran View Post
    This might not be the right topic to ask but is there also some kind of topic discussing what they could've done better when implementing Machinist or what they should add in the future as QoL-Changes?

    I'd really love to see what kind of ideas people have here for Machinist~~
    more lively/cooler looking attack animations for a few skills, higher quality sound effects (Dismantle being the major one), add some life to the auto turrets like idle emotes when out of combat, or some combat bleep bloop noises...something.

    side note: I thought MCH was supposed to be a gadget using, ammo juggling range dps instead of this kinda lame Physical Caster with meh support add ons

    Quote Originally Posted by Ryaz View Post
    My biggest gripe with MCH is the way anmo works. It's completely different than what was in the preview, which was using it enhances different attacks in different ways, sort of how Dark Arts does for Dark Knight. Instead, we got Reload, which is basically a band-aid for out RNG proc attacks. Sadly, outside of our opener and buff phases, MCH is very basic.
    ...what he said
    (0)
    Last edited by BannedatRegistration; 08-14-2015 at 10:54 PM.

  7. #7
    Player
    Ryaz's Avatar
    Join Date
    Jun 2015
    Location
    Mist Ward 21, Plot 45
    Posts
    1,845
    Character
    Ryaz Darksbane
    World
    Brynhildr
    Main Class
    Samurai Lv 100
    That actually sounds good... There was no need to put aren't Dismantle and Rend Mind into two separate cooldowns as it is. I could picture have a few different attachments, off global cooldown, that you rotated through/switched between for different effects. It'd be similar to GW2 Engineers, where you switch between different kits for different abilities.
    (1)

  8. #8
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    842
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    My static is moving into A2S and I'm looking for tips on how to best approach that fight - ideal cooldown usage per wave and things like that. We're still wiping on wave 5/6 so it's still early days for us, but I'd like to be prepared.

    I'm pretty much just dotting everything up with Lead Shot at the start of each wave, and then moving into single target/AoE depending on the priority target, am I forgetting anything obvious?
    (0)

  9. #9
    Player
    zandervont's Avatar
    Join Date
    May 2013
    Posts
    283
    Character
    Sephaistos Eum
    World
    Cerberus
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Myon88 View Post
    My static is moving into A2S and I'm looking for tips on how to best approach that fight - ideal cooldown usage per wave and things like that. We're still wiping on wave 5/6 so it's still early days for us, but I'd like to be prepared.

    I'm pretty much just dotting everything up with Lead Shot at the start of each wave, and then moving into single target/AoE depending on the priority target, am I forgetting anything obvious?
    with 3 weeks of clear, what i do is:
    1st wave just singletarget, they die fast enough.
    2nd wave with aoebot, singletarget (using reload, reassemble for funs, singletargeting)
    3rd wave aoebot, dotting the biggob that spawns far away, popping all cds except raging+pot, then Grenados once tanks have pulled everything on one stack, invig once sub 540. changing to a quick tp bot when 1-2 gobs left.
    4th wave aoebot in the middle, singletarget on the walker. mpbot when next wave spawns for a quick refresh.
    5th wave dot widows, once all cds are up, go ham on the first widow. getting some sweet 9-10k WF:s.
    6th wave i throw hypermpbot, we focus the biggob, then aoebot and dot all, focus walker -> doll -> widow. I'm savin cds for next wave.
    7th wave it'd be optimal to aoebot all 4 but tanks......... I go and cds -> dot all 4 -> focus on clearing one tank.
    8th wave aoebot until biggobs are down, mpbot to the end of the wave. aoe if i can
    9th wave aoebot until small gobs are down, mpbot if heals low. dot walker, doll and if tp is fine, widows too. using cds on Doll, and then whenever they are up.
    I think thats all. I dont really like the fight but whatever.
    (2)
    Last edited by zandervont; 08-17-2015 at 12:04 AM.

  10. #10
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by zandervont View Post
    snip
    I am going to try this out and see how it works for me. Small adjustments to cater to my group set up, but it all looks legit.
    (0)

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