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  1. #1
    Player
    Cabalabob's Avatar
    Join Date
    Sep 2013
    Posts
    1,671
    Character
    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Drayos View Post
    It would not fix. Reguardless to how they set out heated shot or hypercharge. You can’t weave beneath the 1.25 GCD you can’t actively double weave either.

    Your dps wouldn’t be any higher realistically. Because if ur pings at a level u cant physically weave, ur missing DPS Throughout its entire gameplay
    It’s not about fixing it, it’s about minimising the issues it causes. Of course a low ping player is going to have a better experience, but it will very much increase the damage of a high ping player.

    Look at it this way. As a high ping player, you press heat blast, it activates the GCD because it registered you as having pressed the button. Hypercharge then wears off, suddenly the server changes its mind and says you didn’t press heat blast in time, cancelling the action. You’ve just lost that entire GCD because you can’t make up the time lost to the action cancelling, you’ve lost 15 seconds off both ricochet and gauss round AND you’ve lost 200 potency off wildfire, all because 1 action didn’t go off in the .5 seconds you had to use it.

    If heat blast was charged based, even if you are a little slower, you will always get that 5th heat blast, it will never start casting and then cancel on you. At worst you’ll miss a GCD during wildfire (not lose a GCD entirely, just miss getting it into the wildfire window) losing you 200 potency, that’s a significant step up for high ping players while changing nothing about the job for low ping players.

    As for your previous post about charges causing MCH to need pre-loading. This is no more an issue than current hypercharge, because you can’t build heat outside of combat and if there’s trash packs beforehand, current MCH and pretty much any job already has that issue because they’ll all want pre-filled job gauges.
    (4)
    Quote Originally Posted by Gilthas View Post
    The anonymity of the internet is what leads people to become jerks online.

    You could make a game where all you did was run through fields of flowers holding hands and you'd still get a guy telling you you're doing it wrong.

    Quote Originally Posted by Mcshiggs View Post
    Everyone knows you skip through fields of flowers holding hands, running noobs need to go back to WoW.

  2. #2
    Player
    Drayos's Avatar
    Join Date
    Jun 2019
    Posts
    292
    Character
    Sethra Rage
    World
    Odin
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Mistyregions View Post
    I dont main MCH but it is my only other DPS I am interested in, I am at 71. I have a question. For wildfire does your turret count as a skill? Because I feel like usuing wildfire as an opener is straight useless because it doesn't do much damage even if I hyper charge and smash the one attack OGCD and weave in gauss rounds.

    Am I doing this right?
    No. Turret doesn’t work.

    I have found success personally by

    To begin with, using reassemblance—> air anchor —> double weave guass shot and ricochet —> Drill —> double weave guass shot and ricochet —> the ability which gives 50 heat —> Wildfire —> hyper charge. Spam heated shot weaving guass round or ricochet if u don’t have a guass round to use

    Remember wildfire doesn’t count the damage done. But how many abilities are used. The actual damage is irrelevant to damage done. And only weapon skills count. So turret doesn’t.

    Turret you just use whenever u cap, or at 80, don’t use air anchor for 100 freom 80 as u waste 10 of it instantly,

    Machinist basically works on fitting as many abilities you can into the smallest amount of time. But now continously.
    (0)

  3. #3
    Player
    AvenoMatt's Avatar
    Join Date
    Apr 2017
    Location
    Limsa
    Posts
    310
    Character
    Avnus Vabruyt
    World
    Diabolos
    Main Class
    Machinist Lv 90
    My MCH is only at lv71, focusing on DNC, but atm my rotation is Hot Shot -> Reassemble -> Drill -> Gauss -> Split Shot -> Ricochet -> Slug -> Gauss -> Clean -> Barrel -> Split -> Wildfire -> Hypercharge -> Heat Blast spam/RicochetGauss spam then I just do my rotation and use my important skills when they are up. I prefer not to double weave unless I have to.

    Edit: I also use Rook at 50 battery as it seems in the long run it will end up doing more damage if I use it when the battery is at minimum charge rather then waiting for max charge. Idk what will be best for queen as I haven't done any calculations.
    (0)
    Last edited by AvenoMatt; 07-06-2019 at 06:43 PM.

  4. #4
    Player
    Drayos's Avatar
    Join Date
    Jun 2019
    Posts
    292
    Character
    Sethra Rage
    World
    Odin
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Mistyregions View Post
    Ok thank you! So opening with wild fire is technically the way to go and usuing hyper charge and cooldown and spam it. I'm disappointed that it does such negligible damage.
    Tbh the strongest opener I’ve found so far is.

    To go into air anchor —> double weave 2x gauss rounds —> reassemblance —> Drill —> use ur last gauss round and 1 ricochet double weave —> stabilise barrel —> hyper charge —> wildfire —> into the heated shot + 1 weave it doesn’t matter which u do as it’s counts abilities not damage now. Just whichever’s accessible. —> into standard rotation.

    Hold Drill for reassemblance use anchor on CD always use hyper charge on available. And use golem at 100 and instantly blow it up for maximum potency

    Always line up hypercharge up with wildfire each time.

    And it’s just going into standard rotation into hypercharge spam into hypercharge+wildfire spam,

    It’s quite easy to play it’s just keeping everything aligned and playing it at the pace desired.
    (0)

  5. #5
    Player
    Drayos's Avatar
    Join Date
    Jun 2019
    Posts
    292
    Character
    Sethra Rage
    World
    Odin
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by memepapa View Post
    Yeh you've brought up a lot of good points. Ping is always going to be the main enemy in ffxiv (and all MMOs for that matter haha) and I wouldn't want it to become a homogenised mess
    Yeah it’s sad but true.

    Slowing down every job is fine, til you see it will exclude a lot of players. We have to remember compared to most MMORPGs FFXIV combat is slow for most jobs compared.

    And while i suspect a lot won’t play the job. But a lot also will and bard is a really good alternative for those who don’t desire taking up such a speedy level of gameplay

    I think this was genuinely SEs intention. And tbh I think adjusting bard to match the machinist on a more stabilised gameplay option was prolly the best way they could counteract the problems that would be assiosated

    While ideas are always good, I don’t think there’s any avoiding it, to create a fast paced combat class in FFXIV requires a lot of things which don’t bold well with high ping.
    (0)

  6. #6
    Player
    Galliford's Avatar
    Join Date
    Jul 2017
    Location
    Limsa Lominsa
    Posts
    9
    Character
    Hugh Figaraux
    World
    Famfrit
    Main Class
    Arcanist Lv 80
    My $0.02 on the new MCH:

    I’m really enjoying it, honestly. I’ve long wanted this to be a main job of mine, but could never jive with the punishingly restrictive feeling of SB MCH. The sheer number of plates one needed to keep spinning was daunting, especially since it felt like a small error could get your whole alignment out of whack in major ways.

    ShB’s MCH gives me the feeling of revving up a big steampunk motorcycle at the start of the fight, making minor adjustments as I cruise — fiddling with dials, opening up the engine, whacking something with a well-timed wrench — and occasionally flooring the gas pedal. You can definitely get a touch out of alignment if you’re not on top of your major cooldowns (Drill and Hot Shot/Air Anchor), but I never feel the sense of rapidly cascading failure that I used to in
    SB.

    That said, I agree with the fact that some changes could definitely be useful in making the job feel more engaging, particularly by adding some secondary resource spenders to avoid overcapping on Battery/Heat.

    Other than that, here are the things I’d like to see:

    1. Some sort of change to Flamethrower. A potency increase, and maybe an enemy debuff? Applying a Slow effect could give it great use during big pulls. It’s just so underwhelming as is. A really middling potency increase over Spread Shot with the opportunity cost of building less heat. This ability looks so freaking rad, and which it felt as powerful to use as it seems like it ought to.

    2. Honestly, bring back some more utility. If they want to keep DNC the star here, which I understand, maybe we could instead be the debuffer — give us Dismantle and Rend Mind! The animations are still there! I don’t want to be purely selfish. -__-

    3. Wildfire needs... something. While I’m honestly happy it’s no longer the job’s defining ability, it feels so oddly unimpactful with its current potency and CD, especially since the process of using it is almost exactly the same as the regular Hypercharge windows. Here’s my buck wild idea for how to organically boost Wildfire’s damage... and have it feel very distinct from Hypercharging:
    (0)

  7. #7
    Player
    Galliford's Avatar
    Join Date
    Jul 2017
    Location
    Limsa Lominsa
    Posts
    9
    Character
    Hugh Figaraux
    World
    Famfrit
    Main Class
    Arcanist Lv 80
    (The rest is basically theorycraft fan fiction. I know it’ll never happen, but it’s fun to think about.)

    So, we all know that Hypercharge is about kicking things into Sonic mode, jamming your foot in the gas and zooming through your Heat Blasts and GR/R weaves. What if Wildfire... was the exact opposite? What if it were the equivalent of jamming on the e-brake and executing a perfect, graceful drift in the eye of a storm?

    That’s right. What if Wildfire was used in tandem with Flamethrower?

    Stay with me. For every tick of Flamethrower, Wildfire’s potency increases — and let’s have it work on an exponential scale, too: your first tick is worth 160 pot, second is 170, etc., working up to a final tick worth 250. This gives a total Wildfire potency of 2050 that’s weighted toward the back-end of the combo’s execution. (Plus, of course, Flamethrower’s base potency of 1000 over the 10 seconds.) [Basically, this would mean that every two minutes we’d have the potential for the equivalent of dealing a bit more than 4 Drills in a row. In other words, pretty awesome but probably not gamebreaking.]

    Wildfire would become about playing a tactical game of chicken: how long do I dare to ramp up my damage while the battle and its mechanics are raging all around me? Are there times when it’s smarter to go for just six or seven Flamethrower ticks during a hectic phase, or do I delay WF slightly until I’ve got more freedom? Is there a perfect little spot I can find at juuust the right angle from the boss in order to stand my ground throughout several mechanics? It’s the perfect feel for a job boasting a move called Tactician.

    Plus, can you imagine the warm, fuzzy feeling of seeing the numbers pop up for a 2050 potency move? I dunno. It seems like it could be fun, to me. ^__^
    (1)

  8. #8
    Player
    Genbe197's Avatar
    Join Date
    Jun 2017
    Posts
    126
    Character
    Beatrix Steinner
    World
    Ultros
    Main Class
    Red Mage Lv 91
    Why are people saying use torrent when ever? Using at 50 gives you more pile drivers/overdrives. Which is more dps since the durations increase. At the same rate as battery gained. Am I missing something?
    (0)

  9. #9
    Player
    Drayos's Avatar
    Join Date
    Jun 2019
    Posts
    292
    Character
    Sethra Rage
    World
    Odin
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Genbe197 View Post
    Why are people saying use torrent when ever? Using at 50 gives you more pile drivers/overdrives. Which is more dps since the durations increase. At the same rate as battery gained. Am I missing something?
    The potency of pile drive increases if ur battery level is higher when he explodes.
    (1)

  10. #10
    Player
    Meryl-ZT's Avatar
    Join Date
    Apr 2014
    Posts
    19
    Character
    Meryl Dayne
    World
    Moogle
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Drayos View Post
    The potency of pile drive increases if ur battery level is higher when he explodes.
    Quote Originally Posted by Drayos View Post
    And use golem at 100 and instantly blow it up for maximum potency

    That's not how it works. The duration of Automaton Queen and the potency of the skills she uses are linearly increased the more battery level you have. Exploding it early doesn't increase the damage. You can test this easily.
    Even the tooltip of Pile Bunker specifies: 'Potency increases as Battery Gauge exceeds required cost at time of deployment". It has nothing to do with how much duration or whatever is left.
    (1)

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