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  1. #1
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80

    Ideas for More Ammo Utilization for MCH

    I feel like this aspect of MCH feels incredibly under utilized. When we got previews, I thought the idea of ammo would have a much larger presence in MCH's gameplay, but instead it's only ever delegated to three abilities.

    The flat 20 potency is just sorta...there. No other skill gains an additional benefit from ammo outside of that. How about something like...

    Lead Shot: Spreads the DoT to one other target thats not already affected by it.'

    Gauss Round: Gains an AoE effect on primary target.

    Hot Shot: Heals you for 100% of the damage dealt.

    Yes? No? Reroll?
    (3)
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  2. #2
    Player
    BannedatRegistration's Avatar
    Join Date
    Jun 2015
    Posts
    68
    Character
    Sasori Redsand
    World
    Behemoth
    Main Class
    Machinist Lv 60
    Hot Shot looks juicy. We already have Ricochet, which is what you want Gauss Round to be.
    (0)
    In The FC Workshop Like...

    hiddencolorsfilm.com - melanoidnation.org - africancreationenergy.com - asafogunclub.com

  3. #3
    Player
    Gamer3427's Avatar
    Join Date
    Feb 2015
    Location
    Limsa Lominsa
    Posts
    882
    Character
    Rashi Shadowblade
    World
    Shiva
    Main Class
    Machinist Lv 60
    While I'm perfectly fine with ammo as it is, I can get behind the idea of it adding a different effect to skills outside of the primary 1,2,3 rotation. Though I'm fully aware that it only works on weaponskills and not abilities, I'm going to include an effect for all the skills/abilities except for buffs/debuffs and the turrets......

    Hot Shot - Heals you for 100% of the damage dealt. (As you said. We DESPERATELY need some form of self-healling that isn't potions.)

    Lead Shot - No initial damage bonus, but DoT damage is 1.5 times. (I think it would be a bit over powered if it worked like an instant hit Bane as you suggest. As is though, the potency buff only affects the initial impact, which is pretty useless in the long run.)

    Spread Shot - Same effect it currently has. (This works well because it's our basic AoE damaging attack, so raw damage is good here.)

    Grenado Shot - Knockback on all targets radiating from the point of impact, and inflicts stun with a duration of 1s. (Good way to save yourself or someone else if a swarm of enemies comes by, or at the very least buy time for the tank to be revived in group content.)

    Heartbreak - Inflicts 10% Physical Damage Vulnerability for 2s. (The point of this skill is to make finishing a target off a little easier, so why not reflect that more. The short duration means that you can only effectively get off one skill during this time however.)

    Leg Graze - Inflicts 20% Slow for 5s. (Making the skill actually somewhat useful in party content where you have a tank that isn't losing adds left and right. Cross-Classed Feint does this as well, but it also has an immunity timer if used again on the same target, while this skill would not.)

    Blank - Reduces aggro on target slightly. (The reasons for this should be self explanatory, but just in case, it's due to the fact that aside from enemies that are immune to knockback, in group content you're only using this if you need to keep something from killing you anyhow, and reducing your aggro would allow the tank to grab it back easier.)

    Foot Graze - Refreshes the duration of Lead Shot already in effect on the target. (Direct attacks free bound targets. DoT damage does not. Might as well make sure your DoT on it can make full use of it's bound time.)

    Head Graze - Increases effect duration to 4s. (This effect of this skill is pretty useless against most enemies, so why not make it more useful against the enemies we need it for?)

    Wildfire - Attacks for the first five seconds of Wildfire accumulate 30% damage instead of 25%. (Simple damage buff to the skill, without making it too overpowered.)

    Suppressive Fire - Removes Stun effect, but grants the player a weak regen effect. (Again, we need a healing skill. By removing the stun on this and replacing it with a regen, we also have reason to use it during dungeon runs where we normally can't without risking messing up the stun immunity on bosses.)

    Gauss Round - Increases the player's critical chance by 10% for 10s. (Just another damage buff here, but one that could give us quite a bit of damage increase in the long run if we get lucky.)

    Ricochet - Removes the AoE effect and increases potency by 20. (Basically this gives us increased damage, and means we can use the skill on an enemy surrounded by adds without it being a waste.)

    Cross-Classed Feint - Does not consume ammo OR increases potency by 20. (This should honestly be the case already. It's pretty annoying that this skill doesn't get the damage buff from ammo, but still consumes it if you use it while ammo is up.)
    (0)

  4. #4
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by BannedatRegistration View Post
    Hot Shot looks juicy. We already have Ricochet, which is what you want Gauss Round to be.
    Ricochet is literally the worse ability for me to use the way it is right now. It's weak on Faust, trash mob groups and trying to single out targets in PvP because of the 200 potency being split. And its' a 1 minute cooldown
    (1)
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  5. #5
    Player
    Gooner_iBluAirJGR's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    627
    Character
    Rosenthal Hogire
    World
    Gilgamesh
    Main Class
    Marauder Lv 70
    I have no ideas... but these all seem amazingly fun. I DEMAND MOAR!
    (0)
    YouTube.com/c/iBluairjgr

  6. #6
    Player
    Gamer3427's Avatar
    Join Date
    Feb 2015
    Location
    Limsa Lominsa
    Posts
    882
    Character
    Rashi Shadowblade
    World
    Shiva
    Main Class
    Machinist Lv 60
    Quote Originally Posted by RiceisNice View Post
    Ricochet is literally the worse ability for me to use the way it is right now. It's weak on Faust, trash mob groups and trying to single out targets in PvP because of the 200 potency being split. And its' a 1 minute cooldown
    So you're saying a 1 minute cooldown skill that does massive damage in single target situations, (still far less useful if even two targets are together, but on bosses or last remaining enemies it's amazing), is "worse" to you than Suppressive Fire that only stuns a target for 2 seconds, shares a cooldown with Head Graze, (same damage but with an effect that doesn't screw up the stun limits), and is guaranteed to do less damage per shot, (Ricochet is guaranteed 100 potency plus the 200 split potency means that even if you hit 200 enemies at once, you'd still be doing more damage to your target as you'd be at 101 potency). I mean I guess you can say that over the course of the minute that Ricochet is down you can use Suppressive Fire twice, which means that if you are in a situation with more than two enemies you can do more damage on a singular target over the course of the same time, but even then, you're still putting out more DPS over all with Ricochet.....

    I don't get people acting like it's a bad skill. It does a nice hefty chunk of damage if your fighting a boss, particularly if you use it as part of your Wildfire rotation, (which you should definitely do if you're a level 60), and it still does that same amount of damage but spread out if you're fighting a group. How you choose to use it is situational, which is a big focus of the MCH class since we have such a variety of uses to our skills......

    Also, I don't like Suppressive Fire since 99% of the time it's pointless to use over Head Graze, but it's a situational skill that allows us to react better if that 1% scenario comes up, and our ability to react to changing situations, is part of the way MCH is set up......
    (0)
    Quote Originally Posted by TouchandFeel View Post
    Strangely enough, if you assume the OP is from a parallel universe, it all makes sense.
    ...
    That or they are just spouting gibberish.

  7. #7
    Player
    Empty-handed's Avatar
    Join Date
    Dec 2013
    Posts
    297
    Character
    Empty Handed
    World
    Ragnarok
    Main Class
    Leatherworker Lv 60
    Now that I tried machinist in a2. Our aoe is a tp sink. I wish we had a chance of getting free spread shot or grenade.

    Something like quick relaod, grenado, free spread shot. Or the other way around, quick relaod, spread shot, free grenado.

    Similar to the 123 proc system but aoe. Using ammo. Even if reload gives a chance of a Tp free aoe skill, 70%.? 60%?

    Another thing I mentioned in another thread, remove the counter on ammo and keep it on as long as it's not used. Similar to aetherflow stacks.
    (1)

  8. #8
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Gamer3427 View Post
    ...
    I see Ricochet as a damage skill in a higher regard than headgraze/supressive, because you know, level 60 skill and 1 minute cooldown and all. I do more than just raid (and even then it's frustrating to use at times, such as ravana and floor 3), so yes, it's pretty frustrating to use in PvP when I want to single target down someone in the crowd or clearing trash packs in a roulette.
    (0)
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  9. #9
    Player
    Lavieh's Avatar
    Join Date
    Aug 2012
    Posts
    304
    Character
    Ellunavi Sevald
    World
    Sargatanas
    Main Class
    Alchemist Lv 80
    I'm not usually for these types of threads but that suggestion to Hot shot seems like a good way to impliment a self heal.
    (0)

  10. #10
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    I like the Hot Shot idea, though I have to ask what would be the limiting factor of it? (Because there's no way they'd give us a spammable self heal). Perhaps an Ekpyrosis/Antivirus type debugging where the healing effect can't be applied again for a reasonable duration?

    How about an ability to sacrifice some of your turret's HP to heal your own ? A "Recharge" ability with a similar (NOT SHARED) cooldown to Hypercharge?
    (0)

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