Is it me, or is this thread relies more on "it feels like..." rather than on cold hard data?
Is it me, or is this thread relies more on "it feels like..." rather than on cold hard data?
I wish this wasn't the case... I really do enjoy this job, and I have every intention of playing it full time. It's just heartbreaking...The nature of GB/WM requires you to be standing still anyway. If the damage output from using those is a very minor increase, if not a dps loss, whats the point of even using it in a fight outside of burst?
Machinist right now from what I feel is the very representation of "Jack of all, master of none", which really has no place in an MMO setting. None of the support/debuffs they give are unique to the class, and its comparatively weaker than what's already available. On top of overall lower damage output:
-Trick Attack has a lower cooldown, higher effectiveness and affects both sources. Hypercharge's cooldown is twice as long (2 minutes), half the effectiveness, and only affects one type of damage source (with a lower potency being attacked to the magic vulnerability one since that's bishop)
-Virus has an effective cooldown of 1 minute-90 seconds, 10% effectiveness to both sources. Mind Rend/Wrench Toss both share cooldowns at 90 seconds at 5% effectiveness toward one source. There's no antibody attached to it, but no one would want to bring two machinists to a single raid with how low their damage output is.
-Even down to their TP/MP regen, their turret is a weaker regen compared to bard singing, for probably a higher dps loss since they've reduced bard's penalty to 15%. The only upside to this is that it's an instant cast to switch the turret from attack to support. Hypercharging to boost this is also shared with the vulnerbility debuff mentioned before at a 2 minute cooldown.
#rimShot
It's not. We have plenty of hard numbers to go with it. Unfortunately, most of the "it feels like..." come from those who are trying to convince everyone that it's just fine and does the same dps as any other job. The opening post has several links to that very thing.
So far, I'm only 36 but the job... "feels" like it does a whole a lot without being highly productive. Of course I can't be the judge of what it plays like 50+ cause both are entirely different animals. That being said, my MNK is 57 now and with its new abilities, it's go go go with nothing but dmg added (Chakra of course is a one time thing per fight unless a whole lot of waiting is going on), but I can't help but feel, how will MCH keep up with this? Ok sure, it's got some debuffs/DOTs, but it's still going to feel lacking.
I have faith SE will fix it if it truly is THAT bad. No one wanted WARs in endgame on launch, they fixed it and now either or works. That's the problem with these style MMOs, if you have a tank, you want a tank, not someone who can slightly do more dmg but will make your healers work harder. It's not worth the trade off. You have a DPS slotted in? You want full out DPS. Until they make a debuff/enfeeble job and bosses that really take a hit from said debuffs and enfeebles, these hybridish type jobs will never thrive. Oh that's nice, you applied a dot that hit for 100 dmg and will add an extra 200 over time? I just unloaded 1500 dmg and can do it again in 30 seconds.
Numbers are objective. Machinist has overall lower potencies spread across their primary abilities, wildfire gets calculated twice against defense, and their utility is behind existing ones in either value, functionality or both.
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I did just discover that Hypercharging the Turrets has them apply a Vulnerability Up for 10 seconds on every shot. Thats awesome.
I just wanna laugh when I do a 3-minute parse on a training dummy and net 420-ish DPS on MCH while hitting 500+ easily on DRG when my DRG is 6 levels and 10 ilvls weaker.
And by laugh, I mean sob. Let the tears flow...
If you're level 60, you should be doing around 650 at the very least. Machnist is the lowest dps compared to all the others but not that low.
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Of course I'm not 60. 420 would be an absolutely pathetic amount at that level.
On the plus side, at least in dungeons our AoE is strong enough to make us not look bad. When CDs are up I can reach pre-nerf BLM levels of burst AoE DPS... though unfortunately it's much less sustainable because of TP costs, heh. I still wish they'd change that mechanic entirely. Why do BLMs get to have infinite resources while all the physical DPS classes run OOTP in any long fight?
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