Why the F did Machinist get Melee Range Flamethrower skill?
Also in the Ala Mhigo gate battle part we can see Warrior got a gap closer skill as a new skill.
Why the F did Machinist get Melee Range Flamethrower skill?
Also in the Ala Mhigo gate battle part we can see Warrior got a gap closer skill as a new skill.
Yeah, they do need to be interchangeable, we're not in the sort of hardcore RPG/era where people will accept from the devs "not right class of the role group? tough shit, get the right one! Monks only for these skeletons baby! Elemental/magic resistance from black mages on the next muahaha" lol, and certain QoL might be deemed too useful not to put on all like a ranged attack (shield lob, etc etc).
So it wouldn't shock me to see the Paladin also get a gap closer too, if they don't have an animation set I would love to have the hand thrown bolt / thor / praise the sun toss a lightning bolt (Dark Souls) effect for Paladin. Launches a holy bolt at the target, and through some method Paladin blinks to the impact site with a shield bash causing it to mushroom out from a bolt and explode (like the FFXV dagger skills, sort of)... :3.
Perhaps to allow for a bit of an animation build up it has a longer range (but takes longer to finish, this can make them all a bit different). Like Dark Knight's has the lowest cooldown and great mobility, Warrior might be able to use his on oGCD to build a stack (making it useful for not just gap closing - leading to a great potential for higher dps and likely weaved in), and Paladin's maybe does the most burst damage, range, but has a longer windup and cooldown (making it less mobile and sluggish, but still.. hopefully impactful).
So long as the playstyles are different I think that is enough (how things are managed, not what they can do), ideally what they can do is more similar for balance but the management is as different as possible without becoming impossible to balance. Making the stance/defense/DD stuff different rather than copy paste is best, like no cleric stance for all healers.. thats making it all same same lol (but I believe each healer should of course be able to damage, just in different styles).
Last edited by Shougun; 04-29-2017 at 03:20 AM.
Machinist already has a melee range skill.
Ah, you're right. However, what is throwing me off is a complete lack of greased lightning effect. The swirling green animation is hard to miss. Maybe that buff allows the use of GL consuming moves without having GL to begin with?What you're calling Simian Thrash is just Tornado Kick.
It seems like Monk has an ability that lets us go from no stacks of Greased Lightning to 3 Stacks, which is kind of...so so. We technically already have that in the form of Perfect Balance so I'm gonna hope that it's something else and they just reduce the timer on Perfect Balance.
I saw what looked like a single target Geirskogul for Dragoon.
Blank is a defensive skill used to push enemy away and a additional extra damage for bosses since they can't be pushed. It is not heavily focus on damage since it does only 100 potency.
The new Flamethrower skill seems to be made purely for a offensive Melee range attack which is why I am curious where SE is trying to take Machinist on their gameplay style.
Could they be aiming for a more Range/Melee range hybrid game playstyle now using Short Range Heavy weapons for heavy damage while using the basic Long Range for distance for safety until the Heavy Weapons are no longer on cooldown then Machinist goes in with their Heavy weapons to burst damage?
I'm in love with the Flame Thrower on MCH.
https://ffxiv.consolegameswiki.com/wiki/Spread_Shot This ability is the one I believe they are referring to, which is technically similar to the flamethrower ability so I wonder how it will differ.Blank is a defensive skill used to push enemy away and a additional extra damage for bosses since they can't be pushed. It is not heavily focus on damage since it does only 100 potency.
The new Flamethrower skill seems to be made purely for a offensive Melee range attack which is why I am curious where SE is trying to take Machinist on their gameplay style.
Could they be aiming for a more Range/Melee range hybrid game playstyle now using Short Range Heavy weapons for heavy damage while using the basic Long Range for distance for safety until the Heavy Weapons are no longer on cooldown then Machinist goes in with their Heavy weapons to burst damage?
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