
What is it with you guys and your Infatuation with dots...lets talk DD its the ONLY real deal...dots my arseI'm surprised they actually gave SCH back miasma 2, now if they could just give us back lead shot. Potencies and heat problems aside, lacking a way to multidot or pad on adds is still a very large weakness we have relative to bard now. Just what do they expect us to do if we get a fight with beefy, separated adds? (a1s, a2s, a11s lapis phase, etc).
Heat I see as a good thing. Considering that our cooldown weaponskill is a thing and is technically a dps increase over heated split-slug-clean on average, having to cooldown more to handle heat is a good problem to have.



MCH DoT was just the monitoring of Hotshots cooldown at the cost of 2 GCD's. It wasn't interesting. If you are that gungho about the damage, ask for the damage that a DoT would bring over the course of 30 seconds and have it spread among skills.
Yes multidotting was a thing, but wasn't exactly the funnest thing ever either and was about the only merit it had to actually having it in our kit.
This is clearly analysis of an incomplete list of changes. But if I were to theorycraft JUST these changes on their own. They're not what we need.
- Fast Reload not consuming heat now means that we have to use CD even more..... I really don't like CD as a skill it just feels "meh". And Hotshot 10 > 5 isn't a huge deal cause you only do it every 30sec anyways. 5 less heat gen every 30sec.... who cares. Bigger issue is that we no longer have a GCD option for heat ramping after an accidental Overheat. Now we're back to 10 GCDs instead of 5 for Heated Shots.... thanks SE. (Now if ALL Heated Shots heat generated went from 10 > 5 I'd be VERY happy. And would make it harder to F up. And if you do, it's REALLY on the player at that point)
- HS going 5% > 8% is free damage... can't complain (wish it was 10% though, 8 is just a weird number)
- Overload change now makes it break even with it's 30sec timer. Still just an encounter ender, or for boss jumps.
Last edited by SlayerOmega; 07-16-2017 at 11:24 AM.
I don't think it will just be an encounter/prejump ender. You can now use it in wildfire to add damage to the wildfire and also still break even for the turrets own damage resulting a net gain to blow it up during wildfires.
Overdrive counts as turret damage. Therefore it does not contribute to Wildfire.
But don't take my word for it. Feel free to look that up...
Potency tweaks, great! But I'm kinda scared about "easier to manage heat gauge" and not sure why would they change it. I feel that current heat management is pretty okay and keep me busy deciding when to use cooldown while planning for next WF. Now MCH requires less effort but I think bad or careless MCH would still accidentally go overheat more frequently than top MCH, which is 0. I really don't like the concept of "this job is too hard let's make it easier" from SE. This can kill the fun for people playing the job a lot and be dull after much shorter amount of time.
They should have changed our Flamethrower to replace our Auto Attacks with the Flamethrower skill unless we move, but still allow for Weaponskills.
This would actually make it seem like a decent Lv70 skill, make it usable to build up heat when Barrel Stabilizer is down, and add a pretty cool skill to the game, compared to the almost uselessness Flamethrower has been.
Overdrive changes are alright, makes it useful for phase changes as long as Hyper drive has more than 30 seconds on CD when the phase change starts, otherwise you need to do it a bit earlier.
Would be really nice if they buffed Overdrive to do more damage while the turret is in Hypercharge, so you can finish Hypercharge a bit early (2-3 seconds) for more potency on the Overdrive. This way you wouldn't really need to worry about the clipping of Hypercharge's timer during phase changes as much and you know Overdrive is a DPS gain when you use it.
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