Second wind isn't strength based, it scales off attack rating. It heals for the same amount of hp for brd/nin/drg/war, considering a similar amount of main stat.
Second wind isn't strength based, it scales off attack rating. It heals for the same amount of hp for brd/nin/drg/war, considering a similar amount of main stat.
"Cure Potency varies with current attack power."
If you look at your strength stat, and then down at attack power stat, you'll note they're the same. The only time this will change is when you have something that buffs your attack power, hence the "current" condition (fairly certain that means most buffs to damage, but not buffs that lower resistances like Disembowel).
Not certain if you'll get an official response, Zki, but maybe I can help with the understanding as this doesn't appear to be an oversight.As it stands, I very much enjoy the Machinist job. It was literally the first thing I did when Heavensward hit. I didn't even run the main scenario until I could as a MCH.
That aside, it's been mentioned, joked about, and lamented that Machinist is currently the only job in game with absolutely no means of self healing (item usage doesn't count, and is of limited utility anyways). I - and I'm sure others, but speaking only for myself - would really love an official answer on this matter. Was this intentional? Was it perhaps an oversight? When you consider some of the other far more situational/limited use or utility skills MCH was given, why omit such a vital one? Especially in a manner that shines a spotlight on the fact that they are the sole job without it (let alone much in the way of defensive skills/cooldowns).
If you would, please give us an official response on this. Thank you.
When choosing where the MCH can get their CC skills from, the development team has set a precedent of allowing jobs to only CC from two other classes, and those classes relate in someway with the job you're playing (in MCH case that means ARC and LNC). Neither of these class have self heals, themselves, as the ARC is typically (read: ideally) far back enough to not be in instances that require last minute saves. The LNC meanwhile has decent def and m. def for a melee dps. Both of them have to CC just to get their self-heals (from PUG).
What this means is that it's not intentional, but at the same time not an oversight. Rather, this is a by-product of the development team limiting jobs to two classes to pick CC from. If the development team dropped either ARC or LNC from the MCH's CC pick, it'd mean losing out on potentially powerful buffs that help make the MCH stay on par with other DPS when played correctly. Dropping ARC means losing Raging Strikes, Hawk's Eye, and Quelling Strikes while dropping LNC means no Feint, Keen Flurry, Blood for Blood, or Invigorate.
While you may not use all of the CC from either of these classes, switching the classes just for a single skill means you lose out on more than you gain.
Besides, there are enough "OSNAP" buttons for healers that all Second Wind does most of the time is really make healing you up slightly less difficult.
I assume that you are looking at this as a DRG because DRG scales off of STR, but as a BRD when I look at attack power it scales off of DEX, at least last time i checked."Cure Potency varies with current attack power."
If you look at your strength stat, and then down at attack power stat, you'll note they're the same. The only time this will change is when you have something that buffs your attack power, hence the "current" condition (fairly certain that means most buffs to damage, but not buffs that lower resistances like Disembowel).





No longer maining MCH for several reasons (one of them being that the job feels slighted, as Third said), but I would also like an official response concerning this. Also, will it ever be changed?
WinterMaintenance is coming


Bumping to maintain visibility.
WinterMaintenance is coming


Here are a few suggestions, any one of them would suffice.
1) Adding in a new ability, call it "First-Aid" or "Battle Med", it would functionally be like a Second Wind. "First-Aid" is a common ability in many FF games, usually for basic jobs.
http://finalfantasy.wikia.com/wiki/F..._%28ability%29
2) When Hot Shot is used with a stack of Ammunition, the MCH is healed by 100% of the damage dealt by the Hot Shot.
3) Reassemble gains this property in addition to ensuring critical damage to the next weapon skill: Damage dealt will be absorbed as HP, up to 10% of maximum HP.
4) Ability called Transfusion: Sacrifices your turret and disables Deploy for 30 seconds. An AoE heal, equal to the Turret's remaining HP will be split amongst party members in range and heal up to 10% of their Max HP.
http://finalfantasy.wikia.com/wiki/S..._%28ability%29
Last edited by Jonnycbad; 12-21-2015 at 03:11 AM.
I like this one the best, it stays in the theme of cross-classing from LNC and keeps the heal on a long-ish CD. Making Hot Shot your main healing skill is also a nice thought, but you can Quick every 15 seconds and while Hot Shot isn't terribly strong, that's still more HPS than any DPS not using blood bath would get. It might justify that stupid 80TP cost, though...
#gitgud
Ongoing mission: Tank everything on DRG. On purpose.
Second Wind is attack based, I'm reasonably sure.
If it were str based then you would be lucky to get 500 out of it as a nin. The proof is in berserk, it affects second wind. Now go read berserk and tell me how much str it gives you.
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