Why would you want to vent heat at low level anyways? You don't get heated shots till 64, before that you WANT to overheat as much as you can.
Why would you want to vent heat at low level anyways? You don't get heated shots till 64, before that you WANT to overheat as much as you can.

True but with "my playstyle" and "my play habits" I like to ingrain certain behavioral patterns in myself early rather than do a 180 (yes that is a gross exaggeration on my part) in my last 10 levels. This is also coming from someone who is still a low level MCH, who will never use jump potions for any job, and likes to learn the nuances of classes for themselves and not just reading the meta rotation online. I'm a "why" person, not a "how." I also know that this game was made for people other than myself and not just my personal tastes. Therefore my complaint is useless and pointless in the long run, I just felt like participating in the conversations.
Lastly I have played the "constantly overheating" method and didn't like the feel. I kept questioning "If that's all I'm going to do, why have the gauge up there in the first place?" Now it will (may) be "Why have the gauge there when I cant do anything about it?" Again this is my opinion, and experience thus so far, everyone else may vary (obviously from previous posts.)


I'm not sure how to feel about the 'adjustments' yet. It doesn't feel like a buff or nerf.....it certainly doesn't feel like they are addressing core complaints.
While the additional damage is welcome I would have liked to see actual support skills more. But I suspect the whole support part gets phased out more and more for MCH.


Correct me if I'm wrong, but the turret Attack once every 3sec, like a DoT basically. turret potency being 80, the Overload will basically instantly dish out the damage your turret would do in 30sec.Increased overload potency is a good move, but i still wont use it all the time with a 30 seconds penalty on the next turret's spawn, and will keep it at something to do when the boss life is down to 3%.
All that i said being of course pure speculation depending on the "And more" content.
If you resummon it right when the CD is down, I don't think we'd miss more than 1 hit from the turret.
What is great about this 800 potency is that you don't actually gain nor loose dmg (beside maybe 1hit) so you dont feel forced to use it on CD
It becomes a dps utility skill that you use on priority target that need to be taken down.
I would see great use of this skill on Lakshmi adds or Susano Rocks or Blade for instance. Or right before a phase transition
Turret attacks end up being closer to 3.5 than 3
On the topic of overload, it essentially just doubles the damage we can do on transitions while, as you said, literally being able to force objectives. So this also helps us deal with thinks like shinryu's tail, v3's dragon, susan's rock. Essentially things you have to deal with shortly but if you deal with them it effects your ammo and potential wildfire. Just fire and forget (if hypercharge is not up)
Just to help, I was curious, I did 50 shots in a row on a dummy with the turret, and I arrived at 50 shots after 2m40s, so 160sec. 160/50=3.2s.
As 3.2s is the weapon attack delay of several weapons, I wouldn't be surprised it's the official firing rate of the turret.
It's maybe not very accurate, but I realized there is actually a bug on the turret. Sometimes, the turret attacks with like 5s delay between 2 hits. And it's nor going shorter after, nor like a "forgotten" hit as the delay is less than doubled.
Those shots are quite rare, but they still happen like 2 or 3 times average for 50 shots according to the tries I did. (on the one I gave with 160s, I've been lucky this time about the bugged shots. On other tries, I arrived with 3 bugged shots at 50 shots for 165s and 166s --> 165/50 = 3.3s and 166/50= 3.32s delay).

It's probably based on your current weapon attack delay.
As for managing heat in lower level dungeons, QR + Reload is actually a decent way to manage your heat to prevent overheating at inconvenient times like right before you finish killing a mob group. It wasn't as easy as pressing a button, but it meant you could minimize the time without the 5% buff.
Quick reload no longer reducing heat is absolutely not a nerf.
In max level content: It means you produce more heat on average which means you get to use cooldown more, which is more dps, that can only be a good thing.
In low level content: Yes, you can no longer use it to reduce heat - but it was never a reliable way to reduce heat anyway. You only get one per 15s and you fire way faster than that, it cannot indefinitely prevent you from overheating, it just slightly delays it. The only consistent and spammable heat reduction tool we have is cooldown, and you don't have that at low levels which is the real problem, not quick reload.
Last edited by Myon88; 07-16-2017 at 11:19 PM.
The new turret overload is really great now that the damage dealt combined with the downtime breaks even with continuous attacks over the same 30 second period (give or take a bit).
You can think about it as it letting you take all the turret autos from up to 30s in the future, and cashing them in right now for damage. If the boss goes untargetable in the future, or you have a buff on you, there's the potential for massive damage gains; and like El said it will be a huge benefit in any situation where you need a big damage spike.
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