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  1. #1
    Player
    Alchemii's Avatar
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    Dec 2014
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    269
    Character
    Y'noh Tia
    World
    Zalera
    Main Class
    Goldsmith Lv 100

    The Machinist Handbook

    Ok so I am writing this guide as an intro guide for new MCHs and people that wish to understand MCH. As such, I will not include any of the theorycraft numbers, though that is partly do to the fact that I feel it's gotten out of hand and people are throwing it up to often in place of actual practicality. So let's get started.

    Content
    1. Overview
    2. Actions
    3. Cross Class
    4. Turrets
    5. Opening and Rotation?
    6. Final Thoughts

    1. Overview
    Machinist is a debuffer, yes I'm still harping on this, that attacks from a distance with guns and turrets and deals mostly Piercing, and makes up the bulk of it's DPS through powerful 15 second bursts.

    2. Actions
    This section will not be in the order of which you acquire the skill, but by importance and effect on other skills. Turret abilities will be listed in the turret section and not here. This section will also include a slight breakdown of the skills. I am not applying the math for GB to any of the skills below, just keep in mind it will all be increased by 30%.

    Gauss Barrel: oGCD, Ability, Instant Cast, 15 sec recast after equiping. Equips to the end of the mch current firearm. Increases damage dealt by 30%, but stops auto-attack and adds a short casting time to some MCH skills.
    Despite what the tooltip says, this ability only effects the MCH weaponskills that are on the GCD, not all.

    Hot Shot: GCD, Weaponskill: 120 Potency Attack, applies a 5% physical damage increase buff to the MCH that lasts for 30sec.

    Lead Shot: GCD, Weaponskill: 40 Potency Attack, applies a 45 Potency Dot onto the target that lasts for 30sec.

    Reload: Ability, Instant, Recast: 60sec. Applies 5 Ammo to the mch, this increases the potency of the MCH weaponskill by 20 potency. No more than 5 Ammo can be loaded at a time. The Ammo lasts for 30seconds, and does not increase the Potency of the DoT from Lead Shot, only the initial damage. While under the effect of Ammo, the proc rate of the 1-2-3 combo is increased to 100%. The timer on Ammo does not reset when 1 is used, so you have 30seconds to go through all 5, however this is a slight work around to this timer.
    Ammo should only be used for the 1-2-3 combo, or for tougher AOE fights. As any other time would be a waist. It is also worth noting that oGCD skills do not use ammo.

    Quick Reload: Ability, Instant, Recast: 30sec. Applies 1 Ammo to the MCH, and restores 50 TP. When used while under the effect of Reload, Quick Reload will add 1 additional ammo to the current stack, the cap still be 5, and reset the 30sec timer.

    1-2-3 Combo: GCD, combo 1 and 2 have a 50% chance of applying a buff that increases the damage of the next move, while under the effect of Gauss Barrel this buff also removes the cast time that would otherwise effect the skill, the procs have a 10sec duration and can have procs for 2 and 3 applied at the same time.
    --Split Shot (1): 140 Potency Attack TP Cost: 70. Proc increases Slug Shot's potency by 80.
    This is the skill that will probably be used most frequently.
    --Slug Shot (2): 100 Potency (180 with proc) TP Cost: 60. Proc increases Clean Shot's Potency by 100
    --Clean Shot (3) 100 Potency (200 with proc) TP Cost: 60.

    Reassemble: Ability, Instant, Recast: 60sec. This applies a 30sec buff that ensures that the next weaponskill used is a Crit.
    This skill should be saved and used only for an Ammo+Proc'd Clean Shoot, do to the way Crits interact with Potency.

    Rapid Fire: Ability, Instant, Recast: 90sec. Reduces the recast time of the next 3 weapons skills by 1.5seconds. Removes the casting time of the next 3 weapons skills while under the effects of Gauss Barrel. Duration 15sec. This skill is best used in combination with Reload, allowing you to front load your procs by going 1-2-1-3-2-3, removing casting time while under the effect of Gauss Barrel for 6 attacks instead of 3.

    Gauss Round: oGCD, Instant, Recast: 20sec. 180 Potency Attack that can only be executed while Gauss Barrel is on.

    Ricochet: oGCD, Instant, Recast 60sec. This attack is a little complicated. 100 Potency to the primary target and an additional 200 Potency divided among all nearby enemies. If there are no other enemies around this is a straight 300 Potency attack, and one of MCH most powerful skills. However, in fights with a large group of enemies, it can easily go from being one of the most powerful skills in the kit to one of the weakest.

    Head Graze: oGCD, Instant, Recast: 25sec. 100 Potency attack: Silences targe for 2sec. Shares a recast time with Surpressive Fire.
    This is one of the most commonly used oGCD skills that a Mch has, right next to Gauss Round, as it can be used at a range.

    Blank: oGCD, Instant, Recast: 30sec. 100 Potency Attack with a 15-yalm Knock back. Can only be used at close range.
    The skill that trolled a thousand tanks and melee dps. Is also the third most commonly used oGCD attack that a mch has. This skills should only be used if you know what your doing, or the enemy is immune to knock back. That's all I really have to say about it.

    Wildfire: oGCD, Instant, Recast 90sec. Applies a 15 second "Debuff" to the enemy that at first appears to do nothing. However, when properly used this is the single most powerful skill a MCH has. 25% of all the damage a mch deals in that 15 seconds is then dealt again to the target.
    This can, and probably will, lead to some short delays on part of the mch to switch if adds spawn during a boss fight as they need to squeeze out the last attack.

    Heartbreak: oGCD, Instant, Recast 30sec. 180 potency attack that can only be used if the enemy is below 20% health.

    Spread Shot: GCD: 100 potency cone based AoE attack. TP Cost: 130

    Grenade Shot: GCD: 160 Potency AoE centered around the target. TP Cost: 160

    Dismantle: oGCD Ability, Instant, Recast: 90sec. Lowers target's physical damage dealt by 5%. Duraction: 10seconds. Shares a Recast time with Rend Mind.

    Rend Mind: oGCD Ability, Instant, Recast: 90sec. Lowers target's magical damage dealt by 5%. Duration: 10seconds. Shares a Recast time with Dismantle.
    Pretty straight forward how these debuffs should be used. Just try and get the timing down if your gonna use them frequently.

    Suppressive Fire: oGCD, Instant, Recast: 25sec. 100 Potency attack that can only be used at close range. Stuns target for 2sec. Shares a recast with Head Graze.

    Leg Graze: oGCD, Instant, Recast: 20secs. Applies Heavy +40% to the target for 12seconds. Shares a Recast with Foot Graze.

    Foot Graze: oGCD, Instant, Recast: 20secs. Applies Bind to the target for 12sec. Shares a Recast with Leg Graze
    It's important to note that these 2 skills do not deal damage at all.


    3. Cross Class
    In this section I'll start with the 4 skills that are fully agreed as must haves by most everyone. Then I'll go into the last one which has an argument between 2 skills going on.

    1: Invigorate: oGCD, Instant, Recast: 120sec. Restores 400 TP.

    2: Blood for Blood: oGCD, Instant, Recast: 80sec. Increases damage dealt by 10% and damage suffered by 25%. Duration: 20sec.

    3: Raging Strikes: oGCD, Instant, Recast: 180sec. Increases damage dealt by 20%. Duration: 20sec.

    4: Hawk's Eye: oGCD, Instant, Recast: 90sec. Increases DEX by 15% and ensures all attacks hit. Duration: 20sec.

    Now for the last one, I'll be putting both down and it will be based off individual preference.

    Quelling Strikes: oGCD, Instant, Recast: 120sec. Reduces enmity generated. Duration 15sec
    Personally I've never needed this. On the rare chance I pull off the tank with my opener the tank can usually get it back right away, or it was a bad tank. It has never been a case of ilvl.

    Feint: GCD, Instant. 120 potency attack, that applies slow+20% for 10sec.
    This I have made great use of. While this skills is pretty much useless on a Drg, the class it came from, it's great on Mch, and brd from what I hear. While under the effect of Gauss Barrel this is a ranged attack that is still an instant cast, while being a GCD skill. I've found it incredibly useful on RavEX during the orb phase, as I have enough time while running to get 2 GCDs off before I go right back in for him to Red Shell. And during A1 to quickly pull adds when they spawn.


    4. Turrets
    Now for the fun part.
    Though I should state, both turrets share a recast time of 10sec. So keep that in mind. The effects of Hypercharge and Promotion will be stated under each turrets individually. These are individual skills the mch uses, however their effects differ depending on the turret being used. Promotion lasts until the Mch MP runs out.

    The turret will switch targets to the Mch's target whenever the Mch uses a weaponskill.

    Rook Turret: Single target turret that physically auto-attacks for 80 potency.
    Promotion: The turret stops attacking and Regen TP for a 20-yalm radius.
    Hypercharge: The turrets attack is increased to 160, and applies a 10sec debuff that increases the target's physical damage taken by 5% to the target each time the target is hit with the turrets auto-attack.
    Hypercharge+Promotion: Doubles the Regen effect of Promotion.

    Bishop Turret: AoE turret that magically auto-attacks with an AoE around itself dealing 60 potency to all nearby enemies.
    Promotion: The turret stops attacking and Regen MP for a 20-yalm radius.
    Hypercharge: The turrets aoe is increased to 120, and applies a 10sec debuff that increases the target's magical damage taken by 5% to all enemies hit each time the turret auto-attacks.
    Hypercharge+Promotion: Doubles the Regen effect of Promotion.

    While the debuff applied by the turrets says 10sec. The duration is actually between 23-25 seconds. This is because of the fact that the duration of Hypercharge is 15sec long, and the debuff is applied each time the turret auto-attacks during that 15sec period.


    5. Opening and Rotation?
    Ok so many of you are probably wondering why I put the "?" behind Rotation. Mch has the absolute vaguest idea of a rotation. By that I mean Big Wildfire burst opener, smaller Wildfire burst 90sec later, and then Big Wildfire burst again 90sec after that. While making sure to maintain Hot Shot and Lead Shot. While using your oGCD and timing everything.

    Ok yea, I do a near 100% Gauss Barrel up. I have tested stance dancing and found it to be pointless on Mch. The amount of time it was down is so minimal that it didn't add to the overall DPS at all and was little more than a headache. If you want to stance dance go right ahead, I'm just letting you know, based on my experience, it's not necessary. That being said there is a point in my wildfire burst that I do take it off.

    Opener: For the opener I actually wait til just after the tank begins his pull, as to ensure he has threat before I begin. This generally only means you just need to wait for them to get the first hit off before you begin. However, you should have Rook Turret in place before the tank pulls.
    Also this is a slightly altered version of the Shots Fired Reload rotation.

    -Hypercharge
    -Blood For blood
    Hot Shot
    -Raging Strikes
    -Hawk's Eye
    Lead Shot
    -Rapid Fire
    -Reload
    Split Shot
    -Dex Pot
    -Wildfire
    Slug Shot
    Split Shot
    -Reassemble
    Clean Shot
    -Ricochet
    -Quick Reload
    Slug Shot
    -Gauss Round
    -Head Graze
    Clean Shot
    -Blank
    -Gauss Barrel Off
    Split Shot
    ***At this point you should have 2-4 sec left on Wildfire.**
    -----If Slug proc'd--------
    -Gauss Barrel On
    Slug Slot
    -----If Slug did not proc----
    Split Shot
    **Wildfire Goes off**
    At this point you Hot shot to keep your buff up but hold off on Lead shot until it's down to about 3secs. That way you can get the most of your much stronger dot.
    I use the Dex pot just before wildfire because I found that using it during the big burst actually caused a couple of issues getting everything off correctly. So it ended up just being best to use it right before wildfire instead of during Wildfire.

    After the Hot Shot following the Wildfire burst I throw Gauss Barrel back on.
    During this time your maintaining Hot Shot, Lead Shot, and using Gauss Round, Head Graze, and Quick Reload when they come up In between your GCDs. You should beable to get 2 Quick Reloads off before it's time for the next WildFire. For this part you should save your Reload and Reassemble for Wildfire. Ricochet is up to you weather your want to save it or not, though if you don't you'll actually be able to get an extra Ricochet off after Wildfire 2 and have it up in time for Wildfire 3.

    The second wildfire burst will be similar to the first one, minus a few skills and buffs, thus all around a much weaker skill usually dealing damage.

    The third wildfire burst however should be exactly the same as the first one, with the exception of no dex pot.

    And this confusing section of timing and insanity is how Mch rolls.


    6. Final Thoughts
    A good Mch has to be fully aware of his buffs, his dot, his procs, and when everything is coming off CD and when it will be up again. All this very easily causes most mch to become tunnel visioned on what they're doing. This is noteworthy for healers as a mch may, very well, not be aware if your running low on MP and most mch won't have an issue if you need promotion up unless they literally just used Hypercharge, as that would be a party wide DPS loss, and thus only in an emergency would they want to take that down.

    Tanks should be aware of the Mch opener, as it is an incredibly powerful burst and only rivaled by a blm that gets lucky, and possibly help.
    (6)
    Last edited by Alchemii; 08-06-2015 at 06:45 AM. Reason: Minor Corrections.

  2. #2
    Player
    Alchemii's Avatar
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    Character
    Y'noh Tia
    World
    Zalera
    Main Class
    Goldsmith Lv 100
    Second post is reserved for encounter specific advice.
    (0)

  3. #3
    Player
    Krissey's Avatar
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    Character
    Krissey Cakes
    World
    Mateus
    Main Class
    Ninja Lv 60
    MCH doesn't have a rotation. They have a priority system Kind of like ENH Shaman from WoW. Whatever is Most Important to Least Important is what's used

    That said, thanks for this great, succinct guide! It's very much appreciated because I think the other thread is dead. The user doesn't seem to update the OP anymore with buffs and changes as they come. I +1'd your post :3
    (0)

  4. #4
    Player
    Tsilyi's Avatar
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    Limsa Lominsa
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    Character
    Tsilyi L'sombra
    World
    Behemoth
    Main Class
    Ninja Lv 70
    Quote Originally Posted by Krissey View Post
    MCH doesn't have a rotation. They have a priority system Kind of like ENH Shaman from WoW. Whatever is Most Important to Least Important is what's used
    rotation has been the standard word for the proper use of a class or job's abilities for a long time. it may not be precisely accurate for some classes in ffxiv, but it's not worth correcting. Also, in wow, there hasn't been a class with an actual rotation since at least before wrath of the lich king.
    (2)

  5. #5
    Player
    Krissey's Avatar
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    Character
    Krissey Cakes
    World
    Mateus
    Main Class
    Ninja Lv 60
    Quote Originally Posted by Tsilyi View Post
    snip
    It's actually worth notating though. A rotation (like Dragoon, which is set in a very specific order for maximum efficiency) and a priority system (like MCH which just has a lot of random procs, filler and cool downs) are different. A Dragoon can only do his rotation in that very specific way for maximum DPS, but a MCH is a loose confederacy of moves that are used whenever they're proc'd from most important to least important with a very specific pattern in between (burst phases). Much like ENH Shaman in MoP was popping ascendency and going ham then just hitting whatever hit for the most damage as it came off cool down until your next burst phase.

    They're very different. Although they have been used as synonyms they're not particularly when you get down into the very specifics of their definitions.
    (0)

  6. #6
    Player
    Alchemii's Avatar
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    Character
    Y'noh Tia
    World
    Zalera
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Krissey View Post
    -snip-
    This is exactly why I put down that it has the vague idea of a rotation. As you do need to do the wildfire burst every 90sec, which that in itself is the rotation. Mch does have a set pattern, it's just the set pattern is spread out over a much longer period of time than any other classes rotation, and anything done between the pattern is all on priority.
    (2)

  7. #7
    Player
    Lavieh's Avatar
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    Aug 2012
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    Character
    Ellunavi Sevald
    World
    Sargatanas
    Main Class
    Alchemist Lv 80
    As such, I will not include any of the theorycraft numbers, though that is partly do to the fact that I feel it's gotten out of hand and people are throwing it up to often in place of actual practicality.
    This made me cringe. Theorycrafting is done with pencil and paper. It includes percentages and assumes for perfect RNG. Testing things in "actual practicality" is fruitless and will often lead to varied or bad results. We don't theorycraft to toot our horn, we do it find out the best rotation.

    -Hypercharge
    -Blood For blood
    Hot Shot
    -Raging Strikes
    -Hawk's Eye
    Lead Shot
    -Rapid Fire
    -Reload
    Split Shot
    -Dex Pot
    -Wildfire
    Your rapid fire placement is atrocious. You are losing a whole GCD within Wildfire. Also combining any oGCD with a dex pot is a bad idea ;x you are losing a lot of dps in this timeframe.

    For the opener I actually wait til just after the tank begins his pull, as to ensure he has threat before I begin.
    I'd recommend against this. In a perfect world you should be casting Hot shot as the tank is running up so it lands the moment the tank gets his first attack in. If you are scared to pull hate then use quelling strikes.
    (2)
    Last edited by Lavieh; 08-06-2015 at 02:32 AM.

  8. #8
    Player
    Alchemii's Avatar
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    Dec 2014
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    Character
    Y'noh Tia
    World
    Zalera
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Lavieh View Post
    -snip-
    Yes, except that the Theorycrafting that's been going on is to the point of people just tooting their own horn. It has it's place, but it's been pushed to the point that it doesn't actually add anything. It's important that if your going to theorycraft, you should then put it to practical use and see if the theorycrafting holds up, and with the most recent ones they tend to not.

    As it stands right now that's the best spot I've found for the Dex Pot. That doesn't mean it is the best spot, just that it's the best spot for it to be put where I can make full use of it and it lead to the least amount of problems.

    As for the Rapid Fire, where would you recommend putting that at? I have it there because I can reliably get off both Rapid Fire and Reload just in time for the first Split Shot and begin front loading my procs with no CD, but if there is a better spot for it let me know, I will test it out and make the alterations to the guide to reflect.
    (0)

  9. #9
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    Quote Originally Posted by Alchemii View Post
    It's important that if your going to theorycraft, you should then put it to practical use and see if the theorycrafting holds up, and with the most recent ones they tend to not
    like what?
    (0)

  10. #10
    Player
    Lavieh's Avatar
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    Character
    Ellunavi Sevald
    World
    Sargatanas
    Main Class
    Alchemist Lv 80
    Quote Originally Posted by Alchemii View Post

    As for the Rapid Fire, where would you recommend putting that at? I have it there because I can reliably get off both Rapid Fire and Reload just in time for the first Split Shot and begin front loading my procs with no CD, but if there is a better spot for it let me know, I will test it out and make the alterations to the guide to reflect.
    You want to use Rapid fire inside of Wildfire. Since it is your opener you can figure it out. You also only want to use one oGCD between GCD's while using rapid fire anymore and you are clipping and wasting the effectiveness of Rapid fire. Pot is preferable if used alone. When used alone it will cut into a GCD as is.. pairing it with another oGCD is brutal
    (0)

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