I explained it as best as I could... please reread & try to grasp what I meant.
One version has higher probability of success than another.
Returning later to address the QR discrepancy as well.


Precasting reloads is really silly.

Currently 55. so im missing a few skills. but i must say, the class feels incredibly weak compared to its other ranged counterpart. at level 55 im not doing the dmg i was doing at lvl 50 as a brd. its pretty depressing. and from what im seeing the xtra abilities are far from impressive. I hope someone can tell me im doing it wrong or something cause if not, this class is incredibly weak in a parse
You're not doing anything wrong, that is literally what I noticed at level 50 so I just dropped the class.Currently 55. so im missing a few skills. but i must say, the class feels incredibly weak compared to its other ranged counterpart. at level 55 im not doing the dmg i was doing at lvl 50 as a brd. its pretty depressing. and from what im seeing the xtra abilities are far from impressive. I hope someone can tell me im doing it wrong or something cause if not, this class is incredibly weak in a parse
Unless the dev team decides to buff it in MANY aspects it will never be competitive with Bard and will always lose raid group spots to bard because bard at present does outshine it.
I want to love this class so much, but being denied access into raids because you're a machinist is exactly what I would face.

Yeah, I've noticed that aswell... I'm currently at lvl 56 with full 133 gear. The class really feels weak when compared to other dps classes.
Also, I don't get it... Why can't they just make it so that your single-target turret actually FOLLOWS you instead of having you redeploying it after every single pack? Pain in the butt to be honest.
Last edited by Finalflash; 06-22-2015 at 08:02 AM.

Yeah, the class is painfully weak right now. My BLM does substantially more damage and is much, much, much easier to play. I can't imagine a single situation in which I would take a MCH over a BRD.
The class has some interesting ideas behind it, but it's just a train-wreck in terms of execution. It also needs a massive buff to even be competitive.
Ico Dailemont @ Hyperion (formerly Durandal (formerly Rabanastre))
Mon dieu, I would love that QoL buff of the turret following and us being able to place where it goes just like summoner/scholar.Yeah, I've noticed that aswell... I'm currently at lvl 56 with full 133 gear. The class really feels weak when compared to other dps classes.
Also, I don't get it... Why can't they just make it so that your single-target turret actually FOLLOWS you instead of having you redeploying it after every single pack? Pain in the butt to be honest.
That would be a HUGE improvement.

It feels weak levelling, only time will tell once theres more 60's around to really test stuff out, but if buffs are needed heres what I would like to see adressed:
- Make turrets follow you in the same way SMN pets do. Using promotion allows you to move it and turn on its support option, turning it off returns it to you. This allows you to put your turret where its needed when its needed rather than constantly redeploying it. Also allows the turret to remain between trash pulls or in solo content rather than redeploying over and over.
- After each unsuccessful Split Shot, chance to trigger Enhanced Slug Shot increases by a %, same goes for each unsuccessful Slug Shot. (I dont want to completely gut the concept)
- Successful Cleaner Shot crits reset Quick Reload or reduce its cooldown by X amount.
- Hot Shot increased to 10%.
- Rapid Fire increased to 6 once traited.


Rapid fire to 6 is too much burst (though tbh, MCH potencies leave much to be desired). It is not necessary to make the CD useful - what would make it useful is if it didn't have animations delays, ugh...but I digress.
Moving turrets is unnecessary. If you want to complain about turrets then might as well make Shadowflare follow the SMN around. It is a chore but it is an instacast oGCD to place it, instead of a summon which takes 7 seconds to cast. Think of it as a ground based dot rather than a pet, because it isn't one - it is not a pet, lets make that clear.
Hot Shot does suck. If only our other skills potencies weren't also terrible - 5% bonus is negligible. I hate hot shot. Sometimes I forget to put it up and can't tell the difference in my damage.
Making the combo have successfully higher chance to proc is not necessary - simply make noncombo abilities not consume ammo. Or you know, maybe design ammo so all our abilities that consume it actually do something fun.
Like...
1. Hot shot - damage bonus increased to 10%
2. Lead shot - dot duration increased by 9 seconds.
3. Clean shot - next slug shot is instacast even with Gauss shot, and costs 20 less TP.
I think this would preserve our combo being unique, while making people not groan when they have to refresh a dot in the middle of reload. Please note the above numbers are just tentative, I tried to make it seem approx as good as a 100% combo chance. Tried to focus on utility more than damage (because damage is already provided with the 20pot buff).
I'd also like our ammo to be a resource or something we can do more with. Perhaps a "reload shot" (terrible name, I know) which does low potency (maybe 100) but lowers the cooldowns of quick reload and reload by 5/10 sec.
Last edited by pandabearcat; 06-22-2015 at 09:32 AM.
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