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.


Thank you for your answer. I reworked my opener a little bit and I m now able to put 8 weaponskills + hypercharge into my burst-rotation: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.
I made also a video about it: Youtube
What do you think?
- Queen of Heal 2022 -
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