Because that way he could use his AoE turret and then activate the TP regeneration when he needs
Actually I don't think that it is a big deal, you can change your turret easily
I don't understand why they gave MCH the worst potencies in the game barring Ricochet and then also gated it behind RNG.....seems like even if you get perfect 1-2-3 procs you do 30% less damage than any other DPS that isn't BRD.
Actually, it has the smallest potency jumps specifically because it's so RNG-heavy. If you increase the size of the jumps it becomes that much more painful and damaging when the procs fail to occur.
If anything, I would prefer they make the jumps even smaller if they're going to keep the current system. If, on the other hand, they increase the proc rate or give us free ammo for failed procs I would not be against the potencies staying as they are (though that depends on whether or not our damage is up to par when that is changed).
Eh. Right now it doesn't feel good getting a Cleaner Shot proc because it's only a difference of 20 potency from Enhanced Slug, and you only ever get that chance of Clean Shot if you get the Enhanced Slug Proc or if you have Reload on. If Split Shot has potency increased to (say) 180, Enhanced Slug Shot to 220, and Cleaner Shot to 280 (With potency jumps of 40 and 60 vs. 40 and 20)....that's a total combo potency of 680 vs. 150-200-360 = 710 of DRG not counting the extra 10% they get over our Hot Shot with Heavy Thrust or the 4th hit combo they now have.
The difference is....DRG is guaranteed that potency everytime they use their combo. MCH are only guaranteed two of their combos every 60 seconds, and currently that's a 580 potency combo counting the Ammo bonus. It's 520 without Ammo bonus.
So discounting how much better DRG jumps are as oGCD than MCH's and also discounting the new DRG skills, we are doing 190 potency less on our basic DMG combos even if we get a perfect string of procs. Of course that's not counting the turret or auto-attacks or oGCDs or Heavy Thrust or Battle Litany etc because then it becomes much more complex. MCH also has worse support options than BRD so.....burning at both ends.
As far as changes go, I could care less about min/max DPS compared to other classes as long as content could be cleared and the class is fun to play. Currently it's not that fun to play once you look at your skill's potencies.
Hot Shot - Wow a damage buff cool! ... oh it's only 5% but it's still necessary because base damages are so low.
Wow so many oGCDs! ... but half of them don't do damage and 2 others only have 100 potency and half of them share CDs.....and our 180 potency can only be used when they're under 20%.
Wow this RNG is so cool, sometimes I do SO MUCH DAMAGE with my cleaner shot....until you realize most of the time you're spamming a 140 potency Split Shot and the Enhanced Slug > Cleaner Shot is 20 potency more. Even when you get that Cleaner Shot proc it's like...."cool it did 70 more damage than my previous attack....that surely makes up for all the missed procs!"
It just feels completely crappy, especially with Gauss Barrel adding cast times and being unable to use Blank for a lot of fights because of the knockback and short range and getting screwed by RNG.
Here are my changes proposed:
Split Shot same
Enhanced Slug Shot -> 210 Potency
Cleaner Shot > 280 Potency + gives +5% increased damage for 15 seconds (increased to 30 seconds with Ammo bonus) (Total Combo Potency now 630 -> 690 with Ammo Bonus)
Gauss Barrel -> cast time lowered to 1.5 seconds, damage increased by 25%
Quick Reload -> 15 Second Recast Time
Wildfire -> Proc no longer affected by defenses
Head Graze/Suppressive Fire -> 150 Potency
Leg Graze/Foot Graze -> 100 Potency
This way even if you miss Cleaner Shot you'll be doing more damage than before, Clean Shot actually feels good to proc, and we get a better damage buff (10% total). Gauss Barrel doesn't cause as much downtime, Quick Reload will be able to force procs more often, normalizing damage, and our oGCD skills don't suck quite as much so our overall damage goes up quite a bit. I didn't change any of the support because I feel MCH should be DPS first while BRD can be more support.
Last edited by SuzakuCMX; 06-26-2015 at 02:09 AM.
I think that they thought in the low potencies because we have the turret (plus gauss and the action damage trait), but they are still too low. I wonder if they did the maths to get those numbers, because it seems like they put them at random
Last edited by Keylus; 06-26-2015 at 02:06 AM.
Idk I love the idea of Recall & Salve.
Recall is self-only & it wouldn't kill us to have a situational support heal.
If not Salve, a new Trait to increase potion's efficiency passively would be cool.
I agree with virtually everything else... folding bind into Blank & reducing its range would make it less obnoxious.
Upping Suppressive's range to match so it doesn't shove them outside of its range is awesome.
And splitting up MP/TP regen is necessary as it is highly counter-intuitive to disallow combining TP gain & AOE damage from turret.
Also, either Quick Reload to 15s/Reload to 45s (more engaging gameplay, less random proccing, lines up with Wildfire) or 1 ammo passively for each failed proc. I like both.
Remember people - shorter reload(s) cd/more ammo = ^dps. Mixed with lining up Reload+WF also = ^dps.
I'd much rather those sorts of changes (& +dps as a result) than simple potency increases...
I'd like to see Ammunition be more of a factor myself.
Make it function to where you can reload whenever you want but it takes a channeling time to reload, that way the RNG of the procs isn't such a decisive factor in every fight and we'll have a true and reliable rotation. We could keep quick reload the way it is for that 1 last shot in the burst to save you from a mistake. The balance can come in the channel time of the reload and we can still have a burst from rapid fire making it trigger instantly. It could function in a similar way to how BLMs deal their damage with the waxing of Fire and the waning of Ice but our "ice" would be the flat period of reloading.
Let us load rounds between fights and not have them "fall out" of the gun after x amount of seconds would be nice as well.
Yep! It's not like our 1-2-3 is some super high potency skill set, I doubt it would suddenly push us into OP territory.I'd like to see Ammunition be more of a factor myself.
Make it function to where you can reload whenever you want but it takes a channeling time to reload, that way the RNG of the procs isn't such a decisive factor in every fight and we'll have a true and reliable rotation. We could keep quick reload the way it is for that 1 last shot in the burst to save you from a mistake. The balance can come in the channel time of the reload and we can still have a burst from rapid fire making it trigger instantly. It could function in a similar way to how BLMs deal their damage with the waxing of Fire and the waning of Ice but our "ice" would be the flat period of reloading.
Let us load rounds between fights and not have them "fall out" of the gun after x amount of seconds would be nice as well.
Just reduce the CD of reload to 30 seconds and Q reload to 15 seconds. This changes the class from being purely RNG based into one that's focused on managing ammo, as there is 6 ammo available to spend for every 12 gcds. By reducing the cooldown, the skill cap of the class in increased as well (I think they don't care about that at this point considering how MCHs play), and allows reload and q reload to naturally align with all their other cooldowns.
As with all ability suggestion threads, i sadly doubt that any of these suggestions will be implemented.(
I'm hoping that they will at least increase the potencies of Enhanced Slug and Cleaner Shot because they feel like ass right now for all the pain you have to go through to get them.
Peach Parfait/Khulan Angura on Gilgamesh
Yea, i feel a potency buff across skills is all we are going to get. No new skills or CD reduction.
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