Something i've found with with Rapid Fire is that with excess SS or a SS Buff you will use Slug or Clean shot faster than the a proc is given.
The turret getting knocked back is annoying, and doesn't even happen when it would be beneficial, like bismark knockback.
I wasn't expecting anything great from gauss barrel and find it interesting people use it for burst /w wildfire and turn it off, currently working this concept into my rotation/pulls. People heavily complain about GB saying 'it's not good because AA gives you more DPS overall', but it was intentionally created as a situational increase in AoE and Burst DPS to raise the jobs skill cap, it's why you can get more DPS weaving it in to your rotation then having it permantly on/off. So in that sense, the implemantion and balance of GB is amazing. The one thing I would change about this skill?: Remove the cast time to change your stance.
Last and most importantly. Give the damn pack on our waist different models. I don't like the fact it doesn't change with my character, I have to glamour around that pack now so it doesn't clash with my gear.
At the end of the day, people's problems are coming down to tunnel vision. They don't know the class and they are given multiple abilities to play with in a short amount of time. As a normal class, you're given a puzzle piece one at a time and at an easy pace so you can fit it in the right place. With this class however, you're given 12 pieces of a puzzle and then slowly fed more pieces and expected to keep up. Give us a few tweaks to the damage numbers, a reduction of TP consumation on split shot (multiple procless uses can seriously drain TP in prolonged fights) wouldn't hurt the class. The MCH class is really interesting and i'm absolutely loving it, tunnel vision is starting to ease up for me as I get used to the class, hopefully the class stigma will dissipate soon.

Reply With Quote








