Shire is absolutely garbage. Stick with Sophie and get the chest piece instead. It's a better investment of scripture.
Chest bracelet and rings.
Shire is absolutely garbage. Stick with Sophie and get the chest piece instead. It's a better investment of scripture.
Chest bracelet and rings.
The weapon is the last thing i'm going for.. IF ever.
"BAAAAAARD!" - 2018
Going by stat weights, Shire is better than Sophic. The upcoming Kinna Palace of the Dead weapon will be a good alternative to Shire until you can upgrade Shire or clear A12S.
Hi all, I've been practicing my opener (the basic 2 ammo one), and I'm trying to figure out if I'm doing something wrong. Without any outside buffs or debuffs, (235 padjali weapon, 230 left side with 240 or 250 accessories) I'm consistently getting 10k wildfires on a level 60 striking dummy, but that feels low. I'm mostly worried that I'm clipping the gcd after the quick reload + reassemble combo, and that I may be losing an entire final gcd at the end as a result.
The only difference I can see from the opener on the front page is doing hypercharge after hot shot (not using potions for dummy test), and turning off gauss barrel for an auto or two and using proc'ed slug shot at the end instead of a split shot (though I've seen rotations including an extra split shot after that slug shot- is that accurate, or were those mistaken?) Thanks to anyone who can answer, I'm kinda stumped on it.
That seems quite normal for an unbuffed wildfire frankly, add in crit luck and natural damage variance (+-5%) and it's about there. There's also the fact that your distribution of crit/det/sks will affect your wildfire damage. Skillspeed for instance, adds absolutely zero damage to wildfires so you may see lower numbers versus someone whose gear is biased more to crit/det (note this is about wildfire damage only).
I'd like to ask a question about BFB, HE with WF and if it's worth waiting or overwriting LS and HS. Basically if BFB and HE is up but I still have 20 seconds or something on HS and LS is it worth overwriting them when I pop BFB and HE or should I wait.
For me, I refresh HS when I have 1~2 seconds left (Sometimes turn GB off for quick refresh).
As for LS, when I have HE & B4B up I refresh it immediately even If they had 20s left. Refresh it again when I have 1~2 seconds left on HE & B4B (Before they fall).
"BAAAAAARD!" - 2018
I got a little question about MCH burst phases.
I did some researches and tried 3 different burst rotations. My own, the one from the old Machinist-Guide and the one from this thread:
After many tries with each rotation (without using pots and bufffood), I ve expected bigger differences:
My rotation:
- Highest outgoing damage: 5.007
- Wildfire: 11.605
- Crit: 28%
"Shots Fired"-Rotation:
- Highest outgoing damage: 4.292
- Wildfire: 12.381
- Crit: 31%
"Lock and Load"-Rotation:
- Highest outgoing damage: 4.286
- Wildfire: 11.928
- Crit: 26%
What do you think? Does it actually matter how you do your burst? Is there a better burst rotation out there? Which one do you use?
Last edited by Caitlyn; 10-27-2016 at 11:01 PM.
- Queen of Heal 2022 -
Very close to "Lock and Load", I start with 2 ammos. Switch Hypercharge and Hot Shot, Gauss Round and Ricochet.
So I go > 2 ammos > QS > RS+HE+B4B > Hot Shot > Hypercharge > Potion > Leadshot > ...
My Wildfire average is 12,500 on dummy without pots and goes up to 15k with party buffs and pots (iL257).
The guid I'm following.
Last edited by Yeol; 10-28-2016 at 01:15 AM.
"BAAAAAARD!" - 2018
Well for your opener,
You'll clip the GCD after Lead Shot because you fired it under the influence of rapid fire, and you're trying to weave 2 ogcds behind it. That's not possible without clipping the GCD. Your wildfire is also weaker because you get 6 weaponskills + lead shot into it, vs the 7 weaponskills that the other openers get. The lead shot initial hit is very weak, so it doesn't contribute as much to wildfire.
It's more optimal to use Rapid Fire before the split shot/slug shot/split shot portion of the opener because that will ensure you can fire them instantly. Unlike the other 2 weaponskills, split shot will always have a cast time so getting rid of it with Rapid Fire is very beneficial. One of the biggest advantages of the openers in those guides is that every GCD after the split shot > wildfire is instant so you can perform it fully while running around if need be. It's very important and a huge luxury in fights like A7S and A11S, where shortly after the pull you have to move for mechanics, you don't want to have to stop and hardcast a split shot halfway through the opener.
If you use Hypercharge before combat starts, that means some of the duration of Hypercharge will be wasted since your turret won't start firing immediately. This wasn't a big deal before, but now that Hypercharge is 20s it's quite important. If your turret fires the first shot under Hypercharge immediately, it can get 7 charged shots in. If the first shot is delayed, it will only get 6 shots because the Hypercharge buff will drop off just before the 7th shot - which will cost you 3 secs of uptime on the vulnerability buff. You can try it on a dummy and count it for yourself.
Ultimately those other openers will tend to produce better numbers as they are simply sequenced more efficiently, more damage is always better, but at the end of the day the choice is yours.
Last edited by Myon88; 10-28-2016 at 01:20 AM.
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