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  1. #41
    Player
    CosmicKirby's Avatar
    Join Date
    Oct 2013
    Posts
    543
    Character
    Lulumia Lumia
    World
    Balmung
    Main Class
    Machinist Lv 80
    Quote Originally Posted by RiceisNice View Post
    Turret (and Egis) benefit from player buffs. This includes self buffs (back when they still had it) such as raging strikes and hawkeye, given buffs (Balance) and food/potions. Go pop food right now and you'll see the exact same buff on your turret/egi. Only hotshot is excluded from this (and summoners don't have an equivalent of this)
    A worthwhile correction: It doesn't scale with our primary damage cooldown, nor our basic potency up ability. Why the random discrepancies? Is this a glitch?

    It's scaling with Gauss barrel, potions, food, debuffs ON the target.
    It's NOT scaling with Hot Shot, Wildfire.
    It is working with Balance.
    It is NOT working with Embolden.

    I just tested these and again, for something that is a constant factor of our DPS, it just doesn't scale with certain key abilities for arbitrary reasons.

    On a tangent: I think that Reassemble needs SOMETHING to make it not just a worse version of Lifesurge. (Which can't effect our strongest ability, Overcharge) Perhaps making it ensure Critical Direct Hits? (it only ensures normal Critical hits)
    (0)

  2. #42
    Player
    Owl_Hawk's Avatar
    Join Date
    Feb 2013
    Posts
    29
    Character
    Frost Raven
    World
    Phoenix
    Main Class
    Paladin Lv 70
    MCH's problems are the following from what I've played:


    too much management...Check to see if Hot Shot buff is up...Check Heat...reapply Barrel after u get to 100 heat and wait 10 seconds...make sure your pet isnt dead or too far to attack (unlike SMN garuda which goes back into range when there is an aoe knockback)...Check ammo, and ontop of that you have the abilities you need to use for burst...and the worst part is..even if you master all of this...your dmg isnt worth the effort nor that high..the support you provide is meh compared to a bard. Out of all the jobs so far i've tried in 4.0 it is the hardest to play yet it yields the least satisfaction when it comes to damage/support..and that's not right! AND INCREASING POTENCIES AND %DMG IS NOT THE SOLUTION AND IS NOT WHY PEOPLE ARE UPSET WITH THE JOB!

    My personal solution:

    Get rid of Hot Shot and make it a passive...annoying enough at start you have 3 ammo and 1 gets wasted on having to apply Hot Shot. just like u removed NIN venoms i feel this one needs to be removed...maintaining this buff is a headache, its not even shown on your job guage so you need to find buffs and eats up ammo which frustrates rotation...so your eyes are at: your buffs...your ammo..your heat...your ability CDs..mechanics happening...where is pet? GAH!

    Make the Pet not a flying one...but more like a spike in the ground that is immune to knockback and yes, even remove its HP totally...not only in raids but even dungeons its annoying when u put the aoe turret in the middle of trash and ofc they will use cone-type abilities and break it/knock it back/etc...so ur dmg is then reduced as a result...so MCH should choose an optimum position for its turret and not have to worry about it unless alot of adds spawn, in which they have to swap it out or use its self destruct attack if they want burst before a phase ends..THEN can choose to reapply the turret...

    Make the Barrel always on...reapplying it really is annoying and unnecessary...just give it a 10 second CD and it is activated again..or remove the ability all together and make it a trait..u can keep the barrel look as a glamour ability or something..but its really unnecessary the way it is now, its not like bard applying a totally different buff..like going wanderer> Army> etc. its the same one..so keep it that way unless you want to add different types of barrels to the game, like a close range and longe range one..but that might also just over complicate the job...it already has enough management as i've specified above.

    can keep the ammo system, it gives MCH its feel and give it some uniqueness in a way.

    If your goal is to simplify jobs, Dev Team, then this is how you simplify this one...managing heat/ammo/burst via Wildfire and Rapid Fire should be the core management..and for those who think this is too easy..go play monk and see how easy yet enjoyable the job has become..i do miss my Fracture and Touch of Death/Mercy Stroke...and I felt that's what made a good player noticeable from a bad...but who cares about that? The point of simplifying jobs was to close the gap between the very strong skilled players and the ehhh not so much players...and this is how you do that with MCH.
    (0)
    Last edited by Owl_Hawk; 07-19-2017 at 10:39 AM.

  3. #43
    Player
    Thunda_Cat_SMASH's Avatar
    Join Date
    Dec 2014
    Posts
    2,105
    Character
    Sylvana Tenebri
    World
    Malboro
    Main Class
    Marauder Lv 79
    Put the heat gain back where it was, and have 50-95 heat apply a secondary buff that buffs all attacks by x%. Change overheat to be a penalty, but let us slap it back on as soon as the ten seconds are up. Overheating being a damage buff makes no logical sense.

    Maybe change reassemble to buff our turret anyway. I'd love a CD or ability that would let us set up to three rooks/2 bishop for example. Have the extra turrets lose HP passively till they break at which point we can't deploy another turret for a while. Just a thought, anyhoo.
    (0)

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