I think Flamethrower should be moved to the turret and make it a mode switch that does more damage the more battery it had when summoned. This fixes the lack of Battery usage in AoE situations.


I think Flamethrower should be moved to the turret and make it a mode switch that does more damage the more battery it had when summoned. This fixes the lack of Battery usage in AoE situations.


MCH produces nearly too much heat in dungeons as is, really don't need to add heat on flamethrower.
AOE priority: Bioblaster > Auto-Crossbow > Flamethrower > Spread shot
https://docs.google.com/document/d/1...t?usp=drivesdk


thxs much foe guideMCH produces nearly too much heat in dungeons as is, really don't need to add heat on flamethrower.
AOE priority: Bioblaster > Auto-Crossbow > Flamethrower > Spread shot
https://docs.google.com/document/d/1...t?usp=drivesdk


It should give a burn DoT that refreshes in duration every tick, so that even after the 10s duration, the mobs are left burning for another 10s of potency or something.

What if they made it so flamethrower's potency was higher based on the amount of heat you have but slowly depleted the heat gauge as it's channeled? Then the potency of flamethrower would slowly drop as the heat gauge is depleted.
I was thinking this exact same thing. If flamethrower ticks placed a 9-12 sec dot on the mobs for 20 pot which refreshed on ticks, then you would get an extra 60-80 pot per mob after flamethrower has ended on top of the 3-4 ticks during flamethrower as well as the standard 100 pot tick damage.
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