On the topic of difficulty, I think MCH has a high learning curve, since it has a few habits other jobs don't really possess, with their combo procs not being broken by using moves out of sequence. That's why if your 3rd hit is procced but you still have ammo left it's probably better to use 1 again so that you have the most guaranteed procs and least RNG. It becomes second nature eventually. That said, they only have 5 single target GCDs, the last of which you get at only 35. That doesn't mean it isn't complex, but I find it's a very easy class to tunnel vision with until you play it enough. Lots of very short cooldowns, procs to watch out for, turret switching / promoting sometimes - things lining up before Wildfire comes off cooldown. It can be overwhelming sometimes but once you get the hang of the fast-paced opener the rest of is what you'll have been doing in dungeons up to then more of less, proc fishing and weaving stuff as it comes. It's very rewarding if you stick with it