I don't think they can do much on the potency's unless they change mch traits around theirs too much +% Damage that Machinist has access to do much to the potency numbers. Ammo already increases the potency of skills by an extra 20 (30 with Gauss)
I don't think they can do much on the potency's unless they change mch traits around theirs too much +% Damage that Machinist has access to do much to the potency numbers. Ammo already increases the potency of skills by an extra 20 (30 with Gauss)
I don't feel that my damage is particularly low at times in comparison to other classes (relatively anyway, bard/mch versus melee for example). Can't really make a solid judgement due to 3.0 enemies being overall more tankier. Though I will say that I have a fairly hard time justifying the use of gauss barrel even when I have gauss round learned.
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the dps of the bard is 10-15% weaker than other jobs, that sure, the dps was lowered you can feel it.
at 50 with all my cd used i can land some 1100 with clean shoot (i'm around 612 dex and have the i130 weapon of the forge) but i need to use 3 cd of dps for reach this number. the rest of the time i'm around 700 in critical it's too low.
and it's not the only bad part of the jobs, the cost of tp of the skill are dumb... no other word is good enough for discribe this.
split shot cost 70 tp, and the two other skill cost us 60.
me i think they need to reduce the cost of tp on split shoot, slug shoot and clean shoot by 10. it's already a good start for the tp management trouble.
other point hot shot need to be buffed +5% is far too weak for be good enough, at least +10% will be a good start.
and i still feel that the damage output can be enhanced for be on par with the other jobs, because if you look at it even the ice branch of spell of the black mage deal far more damage than our spell. it's not normal. how you want to secure a place in a raid if you can deal enough damage for be on par with the other dps.
honestly i think Machinist (like the two other new jobs) need a fast corrective patch, because soo far, when alexander will come out, people will avoid to bring this three jobs in raid.
i want to add something about machinist, wildfire can deal a lot of damage, but for this, you will have a pretty long down time between each use.
Legend
1 = Split Shot
2 = Slug Shot
3 = Clean Shot
a = Ammo-Use
* = Proc-Active
c = Proc-Chance
_ = Misfire
R = Reload
QR = Quick Reload
OK, I'm going to explain a few principles about our priority-based DPS mechanisms.
I've got five to expound upon today: 6-Shooter, Bullet Dancing, Gun Jamming, Loaded Gun, & Misfiring.
6-Shooter
Utilizing Quick Reload & Reload in close proximity to one another.
6-Shooting makes for a very smooth shot-cycle if executed properly.
Always begin with Reload, staggering a Quick Reload afterward.
It's best to Reload prior to Quick Reloading so as to avoid Gun Jamming & also to prevent an additional Misfire (see below).
It goes like this: R > 1a > 2a* > 3a* > 1a > 2a* > QR > 1a > 3* > 2* > 3*
In order to fully understand this sequence, one must fully grasp each principle to follow.
Therefore, this sequence will be revisited later on in the guide.
Bullet Dancing
To intentionally 'skip back' a shot in your priority.
Why do we do this? Simply put, it prevents us from wasting any ammo when 6-Shooting.
How? The following explanation of Gun Jamming will describe this circumstance in detail.
...WIP...
Gun Jamming
Occurs when loading at a poor time, causing a misfire (see below).
This can happen in a few different ways, outlined here:
Loaded Gun
A firing phase using Quick Reload by itself.
...WIP...
Misfiring
Results when an ammo is 'wasted,' whether forcibly or by mistake.
...WIP...
All Together Now
Now that you are familiarized, let's get into the nitty-gritty.
...WIP...
Last edited by Yuri_Hyuga; 06-23-2015 at 01:19 AM.

Hey, I've parsed as Machinist with the ACT update today, and the results seem to be quite disappointing with Gauss Barrel toggled.
Having Gauss Barrel toggled the whole time even with optimal positioning (staying in 1 spot) does the least amount of DPS, meaning that for the majority of the time, you should have Gauss Barrel toggled off.
However, having Gauss Barrel active while you have your buffs like Hawk's Eye/Blood for Blood/Dexterity Potion/Raging Strikes coupled with Wildfire is a lot stronger than not having Gauss Barrel active. The best time to cast Gauss Barrel seems to be before Hawk's Eye when you gain a Slug Shot/Clean Shot proc so you don't have any cast time on the shots when Gauss Barrel is active.
Can anyone else confirm that having Gauss Barrel on for the opener and hard casting Gauss Barrel when buffs are up otherwise having it disabled is the highest DPS?
Did you take into account that every time you turn GB on you're essentially losing a GCD? I was expecting GB to not be worth using, considering how weak WM seems to be on bard and they seemlingly get a stronger set of locked skills behind it.

Yeah, I also thought that there'd be a DPS loss by turning on GB before popping buffs (Hawk's Eye/B4B/Wildfire/etc) but it seems Ricochet and Gauss Round makes up for it and results in higher DPS. You'd turn it off though once your buffs are gone and Wildfire is done with.

Gauss Barrel should be used in opener. then should be used everytime you have "rapid fire" available. this will allow you to equip the barrel without the 3second cast time
Blank is (much like WHM's Fluid Aura) extremely situational, and outside of soloing should not be considered as part of a rotation.
Tanks, and our positional-dependent friends out there hate us for misusing Blanks.


Only time I use Blank is to buy breathing room if I get aggro or if I'm in close to a boss I know won't be pushed back. Otherwise, the low range on it doesn't make it worth it.
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