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  1. #11
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    Imagine how clunky your wildfire burst would be without Ammunition.

    Also, using ammo as a tool for movement while in gauss is nice.

    TBH I find MCN very smooth to play due to how many tools are actually at its disposal.
    AOE burst
    AOE +AOE sustained
    Single Target Burst
    Single Target

    In most content I find that the random proc portion is a pretty small part just due to the above.

    Quote Originally Posted by Myon88 View Post
    I just wish the ammo effect on Spread/Grenado Shot had an additional effect like "Applies Lead Shot to all targets hit", would save so many GCDs on AoE fights.
    As amazing as that would be, it would probably put us on the same level of DPS as SMN
    (450 Potency X # of adds X Hot shot 5% x 30% Gauss Barrel) - Is like a super buffed Death Flare every set of adds OMG

    But realistically, Ammo Spread Shot would be awesome if it proc'd into a lower TP cost Grenado Shot.
    (0)
    Last edited by Judge_Xero; 08-21-2015 at 10:40 PM.

  2. #12
    Player
    Chilla's Avatar
    Join Date
    Sep 2012
    Posts
    68
    Character
    Plus One
    World
    Cactuar
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by pandabearcat View Post
    Yea my complaint is that all abilities other than combo waste it...

    what is the point of them even proccing?

    It would be far more powerful and also allow more lenient play if it only procced on the abilities that gave a secondary effect, rather than just 20x5 pot.

    I second the motion that different ammo types would be cool, and also sweet, and also badass.

    Here are some ideas:

    1. Normal ammo - same dealio as now, combos guaranteed.
    2. Shredding ammo - next 5 attacks put out a stacking DoT.
    3. Explosive ammo - next 5 attacks deal 30% less damage but splash their damage (not effect) to nearby enemies.
    4. Armor piercing ammo - next 5 attacks cause a stacking 2% damage taken increase by target.
    5. Charged ammo - next 5 attacks cause your turret to immediately pulse their promoted ability (aka TP/MP regen), or their normal attack if they are in promoted form.
    Yes exactly! I was expecting something like FFXI where different bullets/arrows had different secondary effects.

    Example: http://ffxiclopedia.wikia.com/wiki/Bloody_Bolt
    (0)
    Last edited by Chilla; 08-21-2015 at 10:46 PM.

  3. #13
    Player
    Ryaz's Avatar
    Join Date
    Jun 2015
    Location
    Mist Ward 21, Plot 45
    Posts
    1,845
    Character
    Ryaz Darksbane
    World
    Brynhildr
    Main Class
    Samurai Lv 100
    If Reload were 45 seconds instead of 60, I feel it would be better as it would align with our buffs better.

    I don't mind it protecting us from RNG. That's fine. What I don't like is that it gets wasted by Hot Shot, Lead Shot, and any AoE ability without actually giving extra effects like they made it seem it would (other than a poor 20 potency buff). Have it make Hot Shot a 10% buff instead of 5%. Have it make Lead Shot AoE or something, or possibly increase the damage of your next attack by a significant amount. Make it worthwhile to use on all out weapon skills instead of just being a band-aid for RNG.
    (0)

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