Quote Originally Posted by Hussain View Post
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I'm glad someone in this thread actually plays MCH.

Quote Originally Posted by Jonnycbad View Post
MCH's rotation #feelsbad. Poorly designed, things align weirdly. You lose your GB intentionally as part of your rotation and have to remember to toggle it back on or you lose out on a huge amount of damage while you do unbuffed shots. Plus, you also lose your turret for like 30 seconds after Overloading it and have to remember to re-summon it....
Saying that things align weirdly... Well, that's just not true. MCH's abilities align so well to a fault. It's because of how well MCH abilities align that cause MCH to have such little opportunity for optimisation.

I can understand forgetting to put up your turret after an overdrive, but forgetting to put on Gauss Barrel...? You must be in some serious autopilot for that to even happen. Either way though, I don't see those as flaws of the job. It's just how the job operates. It's like saying "I hate forgetting to keep track of my mana and don't Foe's Requiem soon enough". That's just a part of the job that you have to learn, which you are very much free to dislike, but you can't attribute your rotational mistakes as a flaw in the job. On the other hand...

Quote Originally Posted by Jollyy5 View Post
As for Gauss Barrel and re-summoning the turret, that's just pointless busywork that doesn't really add anything interesting to gameplay, it's tedious at best.
This is fair enough. There's no reason for Gauss Barrel to be a button. There's no reason for your turret to disappear after and overdrive. They both can stay on and not affect gameplay all that much, but I personally don't mind having to use them again.

Quote Originally Posted by Jollyy5 View Post
Any amount of skillspeed does kinda throw your rotation out of whack, specifically reloads coming off CD when you don't want them to, which can result in a lackluster and/or awkward burst rotation.
This is an issue with just about every job. Every job has skill speed tiers and skill speed dead zones. MCH does hate Sks in general, but it isn't to do with oGCD clipping, but rather with heat generation and Rapid Fire. The amount of unavoidable Sks in the current raid tier makes 2 ammo rotation essentially dead on MCH, or at least it was until Eureka gear came out. The other part of Sks being useless is due to damage being heavily centralised on WF, the majority of which is under Rapid Fire which doesn't get affected by Sks.
Quote Originally Posted by SaitoHikari View Post
The argument isn't about experience. No one cares how good you are at playing the class if the design still sucks. The burst alignment may be good, but it's everything else that happens outside of it that leaves a sour taste in most people's mouths. It also doesn't help at all that MCH feels incredibly weak during the level-up process until they reach level 70, which has probably chased countless people off of the class.
The rotation outside of WF is definitely bland, but the much more prevalent argument I see for people disliking MCH is that they dislike having all their damage comes from one window. Each to their own. The leveling experience definitely isn't great, but overheating literally doesn't matter before level 64. There's no downside to overheating when you don't have heated shots yet, it's always a DPS gain. It's only the short period of level 64 and 65 that is pretty dysfunctional.