Gauss Barrel needs a buff too....at least it needs to increase the proc chance to 60-65% since cast time+50% proc chance=COOLDOWN FASTER AMMO!


 
			
			
				Gauss Barrel needs a buff too....at least it needs to increase the proc chance to 60-65% since cast time+50% proc chance=COOLDOWN FASTER AMMO!
My overall dps hasn't fallen behind in comparison to other classes (except for melees, but that's relatively low comparison than falling behind).
Machinist does requires a better situational-awareness when it comes to cooldowns and ammo management to force procs. My only gripe is that...gauss is detrimental to your dps unless its for an opening burst (in which you'd disable after using gauss round and ricochet) or AoE.
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				Gauss barrel being a DPS loss if attached permanently is I believe one of the few things that was thought through with the job, DPS increase if attached when your cooldowns align for some burst or for AoEing, DPS loss if you just chuck it on and leave it on.
Welcome to support-dps life guys
I think we MCH and BRDS understand this but other people don't. They expect us to pull numbers like other jobs and at the end of the day we just can't. I think also for a lot of us it's not just about low numbers (and we're talking below tank numbers in some cases) but the fact that some of our abilities make no sense and need to be tweaked some. Well for MCH at least, I can't speak for BRD. Got mine to 50 just so I'd have gear for my MCH and that's about it.
My Machinist is currently level 55, wearing a full set of HQ i25-i133, including the gun, but excepting my ilvl70 wrists (T_T Havent gotten a quest reward wrist yet, and i REFUSE to pay 80k - 200k for a NQ one on the MB).
What I've discovered thus far, having leveled 30 - 50 entirely in Dungeons and then MSQ from there, there is no Rotation.
That might sound weird, but a priority system works better for me.
Having the Turret down in the right place is important, 80 potency doesn't sound like much, but it adds up. It has a reasonably fast attack speed, shooting almost in sync with my own shots.
I lead with Hot Shot into Lead Shot. From there, Head Graze and Gauss Round go on cooldown and stay on cooldown.
Maintaining Hot Shot and Lead Shot while cycling through Blood for Blood, Raging Strikes and Hawk Eye?(15% DEX). Something a LOT of Machinists forget is the forced crit Reassemble, i use this on CD also but ONLY for a Loaded Clean Shot.
It is important to never Reload if Hot Shot and Lead Shot are less than 20 seconds remaining. Avoid using Ammo on those by making sure you refresh both before Reloading.
Wildfire should be used often but again, timing is key. I wait to use Wildfire until i have Reload ready. Having Reassemble up is good too, but not required. Typically, my Wildfire hits for 1500~ damage, but i can ever really tell because the wildfire damage is lost in among other party members number pops.
With all that said, Split Shot does 500 - 800 damage per hit. Doesn't sound like much, but then Heavy Shot barely does more than that being that its only 10 potency higher.
I've seen a LOT of Machinists, especially in the pre 50 Dungeons that drop ALL the cooldowns at once. Sure it looks like nice damage, but you get 15~ seconds of super damage and then ... Nothing.
A proper cycle of cooldowns will leave you with a full minute of damage bonuses, which affects Lead Shots DoT, by the time the cycle ends, Reload is back up, then BfB comes back after that ...
In closing, It's early days yet. I get the feeling they tuned the Machinists Potency slightly lower to start with in order to prevent them from being brokenly OP. Its far easier to buff a class than to nerf it. No one likes a nerf, even if that nerf just brings you back in line with everyone else.
If anything changes, it will be Weapon Damage and the Potencies on the Split/Slug/Clean combo. 140/180/200 is the weakest combo potency in the game, in terms of raw potencies.
Before i forget, in low levels, don't forget that a LOT of people just go right into Haukke/Brayflox with totally random gear on, or literally just the Quest chest/pants.
EDIT: Forgot to mention that mobs my own level (55) take roughly 20 seconds to kill while solo (No Choco, mines pure healer anyways XD) without using any cooldowns outside of Reload and Reassemble.


 
			
			
				with all cds going i get a 2500 crit with cleanshot and a 2100 wildfire burn the dmg is there i think its just find a rotation
For whatever the opinion of a 49 Bard thats been pretty much leveling with a MCH in every single dungeon since 30 ... I agree that MCH do seem to need some love. At first I was just like "well maybe its a new class and players still havent figured things out." Now though theyre actually getting worse, if anything. When mobs are split im usually ahead, im always the one in the yellow as far as aggro goes... not to mention you get an odd complaint every now and then (ie "I wish my Misery's End was on a 12sec CD"). I know its not cold hard numbers but for what its worth its my opinion.
Who knows, it is technically a new class though none of the others seem to be having much trouble performing. AST does seem to have trouble keeping up in heavy fights (which could be DRK mitigation problems) but other than that theyre fine.
Last edited by Kayote; 06-25-2015 at 12:08 AM.

 
			
			
				There didn't seem to be anything wrong with, "Split Shot" and if anything it was the most annoying skill I've ever heard, anyone spam over and over and over...
Doesn't t anyone know you only really need to tag monsters in FATES and then kill one by one, then tag more...
We need a setting to auto use Aetheryte Tickets ~ An amount set by the players like set to 500 Gil if a teleport cost over that amount it will auto-use a ticket!
 
			
			
				If you think split shot doing 500-800 damage at 55 is good, my AST Malefic in cleric stance does around 500-600 non crit at 54.
Solo.
Your MCH should be doing more with that shot, you're a friggin dps class.
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 Originally Posted by Slirith
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