Isn't it though. You blow it at same time as hypercharge and it basically boosts heat blast by 200 pot on a 2 min cd since wildfire is basically 5 HB followed by one weapskill. Damage is just added at end of CD rather than instantaneous.
Isn't it though. You blow it at same time as hypercharge and it basically boosts heat blast by 200 pot on a 2 min cd since wildfire is basically 5 HB followed by one weapskill. Damage is just added at end of CD rather than instantaneous.
Last edited by KaiSunstrider; 07-16-2019 at 05:43 AM.

Try thinking of Wildfire explosions as the -start- of your burst, not the result of your burst. Imagine the gcds after it when you're reassembling a drill or air anchor while double weaving gauss and ricos.

Wildfire these days is unimpressive as all heck, I completely agree. The amount of damage you get for it is lame for a 2-minute cooldown, the process of getting said damage is essentially no different from executing your usual Hypercharge window, and the animation isn’t even fun or climactic!
I honestly think it’s the worst part of MCH’s kit by far, and wish that SE would either re-think of it or just replace it in 6.0.
i think the biggest problem is the cosmetic, it's supposed to be like a bomb, but it has almost no impact when it goes off, i often miss it.Wildfire these days is unimpressive as all heck, I completely agree. The amount of damage you get for it is lame for a 2-minute cooldown, the process of getting said damage is essentially no different from executing your usual Hypercharge window, and the animation isn’t even fun or climactic!
I honestly think it’s the worst part of MCH’s kit by far, and wish that SE would either re-think of it or just replace it in 6.0.
on paper, more dmg for doing your burst window competently is a pretty decent skill mechanic
I don't have much experience with MCH yet. (still lvling mine.)
And I personally think Wildfire is fine. (Could be better though.)
From what i'm reading, Wildfire used to be a lot stronger & was a large part of the MCH DPS and now it's less impactful & they gave us DPS in other places? (correct me if i'm wrong.)
I guess a 1200 potency (?) for a 2 min cooldown ability isn't necessarily a lot.
Would be nice if our oGCDs counted for our Wildfire damage.
Either that or reduce the cooldown to 1 minute.
One thing I personally don't like is that the ability itself doesn't require you to do much else other than use it with your HyperCharge window.
I don't know how HyperCharge worked in SB but I feel like HyperCharge kinda replaced what Wildfire was supposed to be. (A window where you spam as much as possible to get the most damage out of it.) and Wildfire just increases the damage of that window.
Would be nice if Wildfire added something to the actual HyperCharge window that doesn't make it too hard & fast for people with high ping.


My main complaint with Wildfire is the same as it always was. The animation. It's lackluster, for one, but it also doesn't match the tooltip:
"Covers target's body in a slow-burning pitch". It should have a starting animation that reflects it (like a splash or something) and a burning/igniting animation when it finishes. Instead we have the weird little toaster that pops up and tells us it's hot before the little mini explosion.

I think, at the very least, if they made it auto crit and improved the animation and sound effect it would be a lot better.
Following up on my other post.
What if using Barrel Stabilizer during Wildfire increases Wildfire duration by 10 sec.
It would allow us to go into HyperCharge twice in a row during Wildfire & doubling its potency. Would add something to Wildfire rather than just "here have a stronger HyperCharge window."
OR allow Reassemble to work on our Wildfire explosion rather than only weapon skills


There's not much you can do to make a 1200 potency explosion appear better. And back in HW, Wildfire didn't even have a model. It just kind of exploded. Players were so confused and mad that the devs added a pretty awful bomb model just because players wanted to see something more meaningful than "where'd this explosion come from?"
No. Just no. Unless the goal is to make MCH have an even longer damage ramp time or to have a repeat of SB's jokes of the class basically not being played, any and all changes should first not be tedious or prohibitively technical. The class can be difficult to optimize, difficult to get a proper flow to it, that's fine. But it should not be unnatural or feel arcane in nature to run it, and the class is somewhat borderline already because of how Overheat and Drill/Air Anchor can line up. I'm a strong proponent of claiming Hagakure was a bad ability that ramped SAM into the stratosphere on skill checks because it was a cooldown reliant on other mechanics being present, and you're basically asking for that again.Following up on my other post.
What if using Barrel Stabilizer during Wildfire increases Wildfire duration by 10 sec.
It would allow us to go into HyperCharge twice in a row during Wildfire & doubling its potency. Would add something to Wildfire rather than just "here have a stronger HyperCharge window."
OR allow Reassemble to work on our Wildfire explosion rather than only weapon skills
Classes should have different levels of challenge to play, and play well. But they should not be ridiculous or technical, as that's what sunk MCH in SB.
No. Just no. Unless the goal is to make MCH have an even longer damage ramp time or to have a repeat of SB's jokes of the class basically not being played, any and all changes should first not be tedious or prohibitively technical. The class can be difficult to optimize, difficult to get a proper flow to it, that's fine. But it should not be unnatural or feel arcane in nature to run it, and the class is somewhat borderline already because of how Overheat and Drill/Air Anchor can line up. I'm a strong proponent of claiming Hagakure was a bad ability that ramped SAM into the stratosphere on skill checks because it was a cooldown reliant on other mechanics being present, and you're basically asking for that again.
Classes should have different levels of challenge to play, and play well. But they should not be ridiculous or technical, as that's what sunk MCH in SB.
Just trying to come up with ideas that would make the wildfire window feel more impactful & stronger (which is something some people don't seem to like.)
Also I don't even think there's any point in playing/taking a MCH in any team comp right now anyway. Close to no utility (Every ranged physical dps has their own form of Tactician & they don't stack.) And MCH doesn't rival BLM or SAM in terms of DPS.
But I agree that making Barrel Stabilizer increse Wildfire by 10 sec would probably make the class too hard for a few people people & I definitely agree with the Drill/Air Anchor problem.
But I don't think that allowing Reassemble to work on the Wildfire explosion wouldn't make it too hard while making Wildfire stronger & make it feel more explosive.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote



