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  1. #1
    Player
    Gamer3427's Avatar
    Join Date
    Feb 2015
    Location
    Limsa Lominsa
    Posts
    882
    Character
    Rashi Shadowblade
    World
    Shiva
    Main Class
    Machinist Lv 60
    I honestly don't get the problem with skill bloat that so many people seem to have. On my MCH in particular, I'm easily set to where I can manage another three expansions worth of skills by just adding one hotbar I can switch to and from with one button on my PS4. Maybe it's more of a PC problem?

    As for the direction they'll take, since it's pretty clear they have no intent to actually buff MCH in terms of raw damage and instead have it more of a support role, I'd like to see some actual support skills on it. Right now we've got the MP/TP regen, and a couple of weak debuffs, but that's it. The regen in particular is rather useless if you have a competent group outside of doing chain-pulls or Savage, because practically every class has some skill they can use to regen their primary resource on their own. Personally, I'd like to see a shielding turret, (I'd call it "Knight Autoturret"), that has 25% of the player's health and takes all damage in place of them while it's up, or in Promote mode provides a circular shield that protects for 5-10% damage while draining MP. Since we don't have any self healing, give us the option to trade off some DPS in an emergency for boosted defenses.....
    (1)

  2. #2
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,167
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by Gamer3427 View Post
    Machinist stuff
    Like I said in the 'BRD broke etc' thread, I do agree that regen abilities feel lacklustre as they don't see much use in a lot of content. I've always seen Machinist as being more focused on providing support through debuffing the enemy. I think building on this would be cool and help keep it somewhat different from Bards. Something like a turret focused on shielding is a great idea. Hypercharge could even have it provide a small regen to party members in range for its duration on top of damage reduction. Or they could add an ability that 'explodes' the turret and has it provide a debuff to enemies in range (maybe damage down or vulnerability up, maybe even something entirely unique?).
    (1)