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  1. #11
    Player
    inhaledcorn's Avatar
    Join Date
    Dec 2015
    Location
    Limsa
    Posts
    396
    Character
    Elliot Cloverfield
    World
    Adamantoise
    Main Class
    Sage Lv 100
    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.
    (1)

  2. #12
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    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

    Quote Originally Posted by XgungraveX View Post
    is there a mch guide that someone point me to because im clearly missing something.
    https://docs.google.com/document/d/1...t?usp=drivesdk
    (1)

  3. #13
    Player
    XgungraveX's Avatar
    Join Date
    Oct 2014
    Posts
    524
    Character
    Gungrave Hellsing
    World
    Leviathan
    Main Class
    Samurai Lv 90
    Quote Originally Posted by whiskeybravo View Post
    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 guide
    (0)

  4. #14
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    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.
    (0)

  5. #15
    Player
    Proxanna's Avatar
    Join Date
    Jul 2019
    Posts
    10
    Character
    Proxanna Andricles
    World
    Sargatanas
    Main Class
    Red Mage Lv 90
    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.
    (0)

  6. #16
    Player
    KaiSunstrider's Avatar
    Join Date
    Aug 2013
    Posts
    132
    Character
    Kai Sunstrider
    World
    Mateus
    Main Class
    Archer Lv 85
    Quote Originally Posted by Jonnycbad View Post
    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.
    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.
    (0)

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