I did dummy testing. I can go significantly longer without running out of TP on machinist than bard.
Just did another test with Bard. You won't last for the 5th invigor. You're at the verge of running out on the 4th.
I did dummy testing. I can go significantly longer without running out of TP on machinist than bard.
Just did another test with Bard. You won't last for the 5th invigor. You're at the verge of running out on the 4th.
Last edited by LunarEmerald; 07-14-2015 at 01:33 AM.

Good luck like BRD increases TP spent if You get a lot of SS procs, and bad luck like MCH increases TP spent if You get a lot of Split Shot-Split Shot-Split Shot-Split Shot....
If You are keeping Hot Shot and Lead Shot 100% uptime I really don't think MCH has a better TP management than BRD. I think.
Okay. Fair enough.

Currently,BRD and MCH are by far the two most similar jobs in the game.
I choose BRD or MCH depending of the encounter, I mean, MCH needs more time to "burst" because You need to prepare every CD for Wildfire, then You need 15 seconds for Wildfire explodes, making MCH really bad if burst window is smaller than 20-25 seconds, however, BRD can burst easily in 15-20 seconds.
2 or more targets makes BRD really good, but if targets are together, MCH can be good using Bishop Turret,
I have killed every current encounters (Bis Ex, Rav Ex, Alex 1,2,3,4) a lot of times, for real, and the main difference between BRD and MCH In my opinion is about skill cap and how much attention you need to pay, MCH needs more practices than BRD in my opinion.. I mean, when you play like BRD or MCH at 100% They are at the same "difficulty" level, but You need more practice to perfectly play like MCH than for BRD.
Last edited by Greywolfamakir; 07-14-2015 at 02:02 AM.
Bard should be lower than Machinist, it's still a piss easy class to play.
If you're redeploying during Hypercharge you're bad lol. There shouldn't be a task to move your turret within the 15sec Hypercharge is active. The thing I was talking about with redeploying and using promotion is if there is a time where you're apostates from your healers and they need ballad but you can't reach them, a MCH turret could be deployed in their vicinity and still hit them with Ballad.
Yea, so you give and take. We can't run around with a magical dps increase to the team and you can't split your aura from yourself. BRD can decrease magic resistance on demand, we have to use hypercharge to do the same and I think the physical version is more useful than the magical one for us. I can't debuff and at the same time have the ability to hypercharge the regen. In terms of team support, I don't think MCH is superior to BRD by any means. As for DPS, we seem to be around the same dps.
You say you nerf 15% flat and we only lose 10ish%. I disagree because of the fact that hypercharge is a significant increase in dps, especially during a wildfire. I can see us being quite equal when it comes to dps lost.
http://i.imgur.com/aRqzEMH.png While the MCH DPS could be better the Rook will always be consistent. The rook in this parse is about 12.5% of my total dps so as the actual MCH gameplay is perfected the percentage the rook is contributing will go down.
Fair enough that the turret is doing that dps. I have not checked so im not going to contest it. Take into consideration that this also means that you lose 24(?) seconds of 5% vulnerability for you and the entire physical lineup. Lined up with other classes burst, it adds up. All in all both classes lose a good chunk of dps potential, not only your own. I think the classes are too similar the way they are now. If each one has different strengths, that is a welcome thing.http://i.imgur.com/aRqzEMH.png While the MCH DPS could be better the Rook will always be consistent. The rook in this parse is about 12.5% of my total dps so as the actual MCH gameplay is perfected the percentage the rook is contributing will go down.


Let's not forget about the 3.0 patch notes shall we?
Originally Posted by 3.0 Patch Notes
[2.0] Player attributes have been adjusted as follows:
Skilspeed and spellspeed now affect damage over time and healing over time effects.
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