Requiem is a double edged sword whereas Hypercharge is not. While it might be good at boosting a few casters DPS, if resources are needed and requiem just spent the BRD's MP than the group is SOL. That's the point I was making. Also, in fights like A3S where both Healers get a damage down debuff in the last phase of the fight, Requiem loses it's benefit to only helping one caster.

Obviously I would be an idiot to disagree with that but it would take a really inexperienced BRD to pop a full bar of Foe mid fight when the healers resources are starting running out or at times when they know TP will be an issue. As you learn a fight you learn the places where songs need to be played.
What I am trying to say is that we would have to tip things in MCH's favor pretty steeply in order to make the damage up utility on Hypercharge be the better dps gain. The overall utility of HC outshines that of BV though since you can HC and toggle promotion to still get provide the physical foe and double up on TP recovery. In progression fights I think we will find that MCH's superior resource management will outshine but whenever people start doing speed runs, I think that BRD will shine.


I definitely would have preferred our combo not to be RNG based and have ammo actually do extra effects like it was portrayed during the preview. I guess they couldn't figure out how to make it work. Or didn't care enough.
Honestly, I still feel like either unshared cooldowns or reduced cooldowns would go a long way to improve upon what Machinists have right now. Just like how DRGs had such a long cooldown on Jump before, our Hypercharge, Wildfire, and Rapid Fire are such useful tools with such long cooldowns that even 15 seconds less would make a huge difference.
At the same time, I do hope SE takes note that every other DPS class has some form of a self heal except MCH, whether native to the class or through cross class abilities. Why are we the sole exception?


DPS-wise I have no issues if I nail my combos properly, especially the opener. I tend to only get beaten by people with Hive weapons currently (only have my 180). I do get a bit sad when there's no Drg, though. Biggest issue is knowing the fights and knowing when you can pop Wildfire without losing it to a mechanic (like Oppressors taking off on you). MCH also have the issue of being punished quite a bit for mistakes, so I can see where people have problems. You make one mistake or miskey during your opener and you can lose quite a bit of dps and it takes a while to recover from that.
Btw, I'm constantly seeing Drg and the like run out of tp on fights. As a MCH, I've only had that issues when going all out on a test dummy and even then, it takes almost 4 minutes before I'm out completely (after using Invigorate). I've never had TP issues on single target fights in dungeons. Am I doing something wrong or is MCH just really TP efficient?
^
/10char
No class is doing terribly bad right now, most parsers show MCH with some of the best burst in the game (which helps majorly on some bosses). Some classes might need some small changes currently, but in no way are majorly under-performing.
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