Muh phone typos, I meant that it doesn't rotate for the shots themselves, only the reloading action afterwards. You can see it with things like spread shot.
And yes well, glamour is the true end game. It already doesn't help that brd and mch have some piss poor animations , but it double dips for mch when their weapons are never truly individualized if they don't change the lunchbox, and the barrel is literally gonna be taped into every gun regardless of if it makes sense or not ( on top of the guns themselves being of all variety but firing in the same manner)
My guess is they just turned it off specially for that preview pic, they get to break a lot of rules for such things after all.
I'm sure their very competent artists can see for themselves that the toolbox wouldn't mesh well with that look. There's a reason I only wear the Saurian Tabard dyed metallic silver, there's nothing else in the game that matches the gold and silver on the toolbox (you can only dye the silver parts).
I'm a fan of our Midas gearset though, it looks like a nice brown and gold palette and I'm looking forward to collecting it.
Armor for MCH/BRD in raids that looks awesome. We have only gotten that never. Well, the Final Coil one was okay.
I'm having a little issue figuring out when to save/use reload,wildfire, and b4b,HE, RS before and after jump phases of all bosses. Mainly thordan at the moment. I've been using mch for awhile now, but thats what bugs me the most compared to the other dps jobs since we rely so much on wildfire. I always beat myself up not knowing when to expend or to save up (even in normal content).
I'm guessing I should just understand the timings a bit more and figure out if I have enough time to get my cooldowns back up before I NEED burst? And in fights that have hardly have an enrage timer (or a very soft one), I just resume normal rotation of popping up buffs when they come back up? Its driving me insane lol.
Everything is trial and error. You just have to get a feel for it. The irritating thing about MCH is that the more DPS your group gets the more annoying wildfire is to use because things die/push faster. For example in a3s when your group hits a certain point, the hand that grabs the healer will die before your wf can go off.
3.2 Random thoughts, with Gauss Round going from 180 to 200 potency, I wonder if I should revisit the slightly rearranged double-Gauss Round opener I was mucking around with in the early days of Heavensward. Some of you might remember it. Just eyeballing it, 20 potency doesn't look like it'll change a whole lot, but still.. interesting.
Will be interesting to also see if Hypercharge's extra 5 seconds of duration will nudge it somewhere else in the opener - probably not by much, just a GCD or two if at all.
The reason being, as you know, the current 15 second duration interacts oddly with the firing interval of the turret which currently results in the last 2 seconds of Hypercharge not actually doing anything (you get one last augmented turret shot on the ~12th second, and then the Hypercharge buff falls off just before the next turret shot). Which explains why you can do Bfb, HE, Hypercharge, RS, (boss pull) and still get the maximum number of augmented shots (5, or 6? I forget) despite 'wasting' some of Hypercharge's duration before the pull - you're just shifting that wasted 2 second period forward to before the pull.
With a 20 second duration, it might be able to/have to go somewhere else in the opener to ensure we're getting the maximum amount of augmented turret shots from it.
Last edited by Myon88; 02-19-2016 at 09:44 PM.
[2.0][3.0] The effects for a number of weapons have been adjusted.
Armageddon fix please?
You wouldn't want to delay the use of hypercharge too long because every second it's not up, it's also a potency loss for the MCH in the form of turret. The circumstances behind using Gauss round for damage hasn't changed at all, so it shouldn't change where it fits in an opener.
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