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  1. #41
    Player
    Kitfox's Avatar
    Join Date
    Nov 2011
    Posts
    1,113
    Character
    Lynn Nuvestrahl
    World
    Moogle
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Popotato View Post
    I really wish 10 heat shots would come back though. It would take some time getting used to it again, but it would be for the better in the long run. I just want some difficulty with the job again.
    I see a lot of people say that, but all that would really change is that instead of using 0-1 Cooldowns between WFs, you would use 1-2 of them. It might make Flamethrower usage slightly more flexible in some situations but overall the heat change wouldn't really affect anything. I'd put it together as a cosmetic change similar to how some people would like to get a DoT back. Changes like that generally don't change anything gameplay wise except for replacing a heated shot here or there. By the nature of Wildfire/Overheat window MCH is stuck in its rigid rotation because the window is just too powerful not to optimize everything around it.
    (0)
    Last edited by Kitfox; 05-16-2018 at 09:16 PM.

  2. #42
    Player
    LysLuc's Avatar
    Join Date
    Dec 2017
    Posts
    22
    Character
    Lystaria Luciano
    World
    Zodiark
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Duskane View Post
    the only thing i would want added to MCH at this point is either a easier way to know when your turret is ready to summon again (even if its like a light that flashes on job bar) the amount of time people forget about there turret is crazy even im guilty of it sometime
    I suggested this on other topics as well before, but I still think that SE should change the Hot Shot gauge to a turret timer gauge, so it can track both Hypercharge and Rook Overdrive. And it allows for easier optimization with hypercharge and overdrive if it's on the gauge. Maybe add a gauge sound for when the turret is back, since if we dont count AST (Makes sense to not give it a gauge sound), MCH is the only job that doesnt have a gauge sound.
    (3)

  3. #43
    Player
    Caitlyn's Avatar
    Join Date
    Mar 2014
    Location
    Eden
    Posts
    5,440
    Character
    Geistherz Gungnir
    World
    Shiva
    Main Class
    Sage Lv 100
    I would like to have a higher usage of the bishop autoturret. Why cant I use it after rook overdrive? No matter which turret I blow up, I cant use any turrets for 30s.
    (2)
    - Queen of Heal 2022 -
    Quote Originally Posted by Paulecrain View Post
    Damit du als Queen of heal natürlich deine königlichen Wünsche erfüllt bekommst. ♥
    Quote Originally Posted by Dicentis View Post
    Ich finde es eh schon krank, dass du Paules Zitat ungefragt verwendest und ich weiß, dass du nie eine Erlaubnis dafür bekommen hast!

  4. #44
    Player
    Kitfox's Avatar
    Join Date
    Nov 2011
    Posts
    1,113
    Character
    Lynn Nuvestrahl
    World
    Moogle
    Main Class
    Machinist Lv 90
    Quote Originally Posted by LysLuc View Post
    I suggested this on other topics as well before, but I still think that SE should change the Hot Shot gauge to a turret timer gauge, so it can track both Hypercharge and Rook Overdrive. And it allows for easier optimization with hypercharge and overdrive if it's on the gauge. Maybe add a gauge sound for when the turret is back, since if we dont count AST (Makes sense to not give it a gauge sound), MCH is the only job that doesnt have a gauge sound.
    I was pretty disappointed when they added Hot Shot to the gauge instead of Turret Reset. A sound indicator for turret resummon would be really nice, not going to lie. A lot of people choose to use an ACT trigger for it because it's so easy to forget.
    (2)

  5. #45
    Player
    Caitlyn's Avatar
    Join Date
    Mar 2014
    Location
    Eden
    Posts
    5,440
    Character
    Geistherz Gungnir
    World
    Shiva
    Main Class
    Sage Lv 100
    Quote Originally Posted by Kitfox View Post
    I was pretty disappointed when they added Hot Shot to the gauge instead of Turret Reset. A sound indicator for turret resummon would be really nice, not going to lie. A lot of people choose to use an ACT trigger for it because it's so easy to forget.
    I m using a macro for it. But it doesnt work that good to be honest.
    (1)
    - Queen of Heal 2022 -
    Quote Originally Posted by Paulecrain View Post
    Damit du als Queen of heal natürlich deine königlichen Wünsche erfüllt bekommst. ♥
    Quote Originally Posted by Dicentis View Post
    Ich finde es eh schon krank, dass du Paules Zitat ungefragt verwendest und ich weiß, dass du nie eine Erlaubnis dafür bekommen hast!

  6. #46
    Player
    Popotato's Avatar
    Join Date
    Mar 2017
    Posts
    52
    Character
    Mika Chu
    World
    Typhon
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Kitfox View Post
    I see a lot of people say that, but all that would really change is that instead of using 0-1 Cooldowns between WFs, you would use 1-2 of them. It might make Flamethrower usage slightly more flexible in some situations but overall the heat change wouldn't really affect anything. I'd put it together as a cosmetic change similar to how some people would like to get a DoT back. Changes like that generally don't change anything gameplay wise except for replacing a heated shot here or there. By the nature of Wildfire/Overheat window MCH is stuck in its rigid rotation because the window is just too powerful not to optimize everything around it.
    Yeah exactly, it's not from a viability or a clunkiness standpoint (it would be increase DPS, but MCH doesn't need DPS buffs). I'd prefer the 10 heat because right now, I find that I just don't need to pay attention to anything. I'd like the change so I actually manage the heat gauge. Adds a sort of placebo management to make the job more engaging, at least for me.
    (0)
    Last edited by Popotato; 05-17-2018 at 12:33 AM.

  7. #47
    Player
    Straynge's Avatar
    Join Date
    Aug 2017
    Posts
    99
    Character
    Ferris Straynge
    World
    Midgardsormr
    Main Class
    Archer Lv 80
    Sorry if I'm a bit off topic here but:
    I've played nothing but a Bard so far and just started my Mch and I'm only lv. 41 so I really don't have all the abilities I need yet for a proper rotation but it's a LOT different from my Bard. I miss all the instant pew pew pew action to be honest. Bullets drive me insane. Although at the same time it's keeping me on my toes and I can't just sleep through it anymore so that's fun. Does anyone know of a really good - like definitive guide on the Machinist that's been updated for Stormblood. I'd like to start reading everything I can so I'll better understand what my role is (dps, I know that). I've been looking for one but they're all outdated. Any help would be appreciated.
    (0)

  8. #48
    Player
    Kitfox's Avatar
    Join Date
    Nov 2011
    Posts
    1,113
    Character
    Lynn Nuvestrahl
    World
    Moogle
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Straynge View Post
    Does anyone know of a really good - like definitive guide on the Machinist that's been updated for Stormblood.
    This is a guide geared towards lvl70 MCH that I keep updated for The Balance Discord: 4.X Intermediate Machinist Guide. You can pick up some general pointers from it, but the rotations won't quit fit leveling as is. Ignoring the skills you don't have and replacing Cooldown with other gcd shots you can get a decent idea of what to do, though.

    If you have any questions, you can find me on The Balance Discord Machinist channels and my other info is at the end of the guide if you need to message me directly.
    (2)
    Last edited by Kitfox; 05-23-2018 at 01:48 AM.

  9. #49
    Player
    Straynge's Avatar
    Join Date
    Aug 2017
    Posts
    99
    Character
    Ferris Straynge
    World
    Midgardsormr
    Main Class
    Archer Lv 80
    Quote Originally Posted by Kitfox View Post
    This is a guide geared towards lvl70 MCH that I keep updated for The Balance Discord: 4.X Intermediate Machinist Guide. You can pick up some general pointers from it, but the rotations won't quit fit leveling as is. Ignoring the skills you don't have and replacing Cooldown with other gcd shots you can get a decent idea of what to do, though.

    If you have any questions, you can find me on The Balance Discord Machinist channels and my other info is at the end of the guide if you need to message me directly.
    Thank you so much That was exactly what I was looking for. Also, very interesting site. Checking out Discord atm. /bow
    (0)

  10. #50
    Player
    The_NPC's Avatar
    Join Date
    Apr 2014
    Posts
    495
    Character
    Ritza Solair
    World
    Behemoth
    Main Class
    Machinist Lv 79
    My only gripe is as others have said is "Flamethrower use to get into overheat is clunky" & "reaplying Gaussbarrel after is odd/ also clunky", sure I miss Caster MCH & don't like the "new" overly-flashy Heated shots but I will not miss the cringe I got from that casting animation in 3.0 (Seriously even with a wand that would be carpotunnel inducing).

    The only solution I have came up with is make 1) Gaussbarrel doen't de-equip, just it & its buff is deactivated till the 10sec cooldown timer espires & 2) make the action "Equip Gaussbarrel" becomes a skill that forces Overheat at above 75-80 heat and is still a oGCD... & maybe change Flamethrower if they did those 2 things

    Thou that idea for "Flamethrower keeps u at max Overheat timer while active" also sounds nice
    (0)

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