Unless you cross class PUG there is really nothing any class can do to heal themselves aside from pots. (Unless you are a pali master race 1200 (1800) potency heal wauuuugh).
Unless you cross class PUG there is really nothing any class can do to heal themselves aside from pots. (Unless you are a pali master race 1200 (1800) potency heal wauuuugh).
For like 33% of your mp with a 2-3 second cast time and no healing power to really back it up.
I mean it scales on strength so...
MCH is def lacking in terms of defensive capabilities. Using a cross-class slot for Keen Flurry would be a waste.
Machinist has enough abilities to press tho, so I don't want them to just add another. I believe it's been stated by the Devs that the placement of the turret is important, so why not expand on that?
An idea I had would be that you can use your turret as a shield to reduce the dmg you take. Which would only occur if you are within very close proximity to your turret. They could even visually represent this with a line between you and your turret.
If your turret dies I would imagine that means you probably would have died as well. It would result in a dps loss for the few seconds your turret is gone. But it's a tradeoff between you dying or you taking some dmg and having to resummon your turret.
Another idea that just popped in my head while typing this is to add a small heal when you summon your turret. Might be a little OP tho.
Last edited by FantasyForever; 07-13-2015 at 01:57 AM.
currently I'm just dropping GB to run in circles and pop potions when I can. Would be cool if one of the turrets had like a noise ability that would attract enemies but maybe increase their damage taken...
"defensive capabilities"
You can kill any open world mob solo as long as it doesn't kill your turret in <10s. Other than that I managed to do all my daily hunts at lv50 just by using leg graze and kiting mobs around, something bard could never do due to lack of heavy/knockback/turret. Hell, if the tank dies in a dungeon you can bind one and kill another while running back to wherever your healer is. Only stops working when the tank pulls a lot of mobs.
Only A/S ranks and strong fate mobs are unkillable as solo MCH, you shouldn't ever die outside of boss fights in dungeons and in raids/trials you just need to git gud, stop getting hit by avoidable damage. Second wind wouldn't save you in most cases anyway.
Parsing on a dummy is cool but i don't like it. I made up to 830 DPS on Alexander 1st floor stance-dancing (ilvl181). I need to try it out with full time GB.
Quick question. People keep telling me that the MAchinist LB still affects Wildfire. Is this the case?
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